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SUMMARY: INNER | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
Field Summary | |
private int |
m_NextID
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private CObjectManager* |
m_ObjectManager
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private std::vector< CUnit* > |
m_Units
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Constructor Summary | |
CUnitManager()
CUnitManager destructor |
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~CUnitManager()
AddUnit: add given unit to world |
Method Summary | |
void |
AddUnit( CUnit* unit )
RemoveUnit: remove given unit from world, but don't delete it |
CUnit* |
CreateUnit( const CStr& actorName, CEntity* entity, const std::set< CStr >& selections )
FindByID |
void |
DeleteAll()
PickUnit: iterate through units testing given ray against bounds of each unit; return the closest unit, or null if everything missed |
void |
DeleteUnit( CUnit* unit )
DeleteAll: remove and delete all units |
CUnit* |
FindByID( int id ) const
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int |
GetNewID()
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const std::vector< CUnit* >& |
GetUnits() const
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CUnit* |
PickUnit( const CVector3D& origin, const CVector3D& dir, bool entitiesOnly ) const
CreateUnit: create a new unit and add it to the world |
void |
RemoveUnit( CUnit* unit )
DeleteUnit: remove given unit from world and delete it |
void |
SetNextID( int n )
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void |
SetObjectManager( CObjectManager& objectManager )
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Field Detail |
private int m_NextID;
private CObjectManager* m_ObjectManager;
private std::vector< CUnit* > m_Units;
Constructor Detail |
public CUnitManager();
public ~CUnitManager();
Method Detail |
public void AddUnit( CUnit* unit );
public CUnit* CreateUnit( const CStr& actorName, CEntity* entity, const std::set< CStr >& selections );
public void DeleteAll();
public void DeleteUnit( CUnit* unit );
public CUnit* FindByID( int id ) const;
public int GetNewID();
public const std::vector< CUnit* >& GetUnits() const;
public CUnit* PickUnit( const CVector3D& origin, const CVector3D& dir, bool entitiesOnly ) const;
public void RemoveUnit( CUnit* unit );
public void SetNextID( int n );
public void SetObjectManager( CObjectManager& objectManager );
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0 A.D.
Generated on September 04, 2007 at 18:13 CppDoc v2.4.0 |
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SUMMARY: INNER | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |