Magic_Game/core/e2dmanager.h

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#pragma once
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#include "e2dmacros.h"
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#include "e2dutil.h"
namespace e2d
{
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class Node;
// <20><>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class CollisionManager
{
friend class Node;
friend class Collider;
public:
// <20><>ȡ<EFBFBD><C8A1>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
static CollisionManager * GetInstance();
// <20>򿪻<EFBFBD><F2BFAABB>ر<EFBFBD><D8B1><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>
// Ĭ<>ϣ<EFBFBD><CFA3>ر<EFBFBD>
void SetCollisionEnabled(
bool enabled
);
// <20><><EFBFBD>ӿɻ<D3BF><C9BB><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void AddName(
const String& name1,
const String& name2
);
// <20><><EFBFBD>ӿɻ<D3BF><C9BB><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void AddName(
const std::vector<std::pair<String, String>>& names
);
// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>ǿ<EFBFBD><C7BF><EFBFBD>ײ<EFBFBD><D7B2>
bool IsCollidable(
Node * node1,
Node * node2
);
// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>ǿ<EFBFBD><C7BF><EFBFBD>ײ<EFBFBD><D7B2>
bool IsCollidable(
const String& name1,
const String& name2
);
private:
CollisionManager();
~CollisionManager();
E2D_DISABLE_COPY(CollisionManager);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>
void AddCollider(
Collider* collider
);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD>ײ<EFBFBD><D7B2>
void RemoveCollider(
Collider* collider
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>
void UpdateCollider(
Collider* collider
);
private:
bool collision_enabled_;
std::vector<Collider*> colliders_;
std::set<std::pair<size_t, size_t>> collision_list_;
};
}