bindings reading, app state retrieval and mappings improvements

This commit is contained in:
devZoGok
2021-12-07 21:09:33 +02:00
parent 163ba94943
commit 16e96b3609
24 changed files with 335 additions and 230 deletions
+4 -3
View File
@@ -5,8 +5,9 @@
#include <quaternion.h>
#include <ray.h>
#include <stateManager.h>
#include "projectile.h"
#include "stateManager.h"
#include "projectileData.h"
#include "inGameAppState.h"
#include "unit.h"
@@ -103,7 +104,7 @@ namespace battleship{
void Projectile::explode(Node *collNode) {
exploded = true;
StateManager *stateManager = GameManager::getSingleton()->getStateManager();
vector<Player*> players = ((InGameAppState*) stateManager->getAppState(AppStateTypes::IN_GAME_STATE))->getPlayers();
vector<Player*> players = ((InGameAppState*) stateManager->getAppStateByType((int)AppStateType::IN_GAME_STATE))->getPlayers();
for (Player *p : players) {
for (Unit *u : p->getUnits())
@@ -111,7 +112,7 @@ namespace battleship{
u->takeDamage(damage);
}
InGameAppState *inGameState=((InGameAppState*)stateManager->getAppState(AppStateTypes::IN_GAME_STATE));
InGameAppState *inGameState=((InGameAppState*)stateManager->getAppStateByType((int)AppStateType::IN_GAME_STATE));
if(id == 8)
detonateTorpedo(inGameState,pos);