loading unit models when atteching InGameAppState

This commit is contained in:
devZoGok
2022-07-03 09:25:34 +03:00
parent 2c589c3525
commit f8e587fda7
4 changed files with 15 additions and 1 deletions
+1
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@@ -0,0 +1 @@
PATH = "/home/dominykas/c++/Battleship/Assets/"
+10
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@@ -2,10 +2,12 @@
#include <button.h>
#include <util.h>
#include <assetManager.h>
#include <stateManager.h>
#include "inGameAppState.h"
#include "unitDataManager.h"
#include "consoleCommand.h"
#include "aircraftCarrier.h"
#include "vessel.h"
@@ -218,6 +220,14 @@ namespace battleship{
guiState = ((GuiAppState*)stateManager->getAppStateByType((int)AppStateType::GUI_STATE));
activeState = new ActiveGameState(guiState, map, players, playerId);
stateManager->attachAppState(activeState);
UnitDataManager *unitDataManager = UnitDataManager::getSingleton();
int numUnits = unitDataManager->getNumUnits();
string *basePaths = unitDataManager->getBasePath();
string *meshPaths = unitDataManager->getMeshPath();
for(int i = 0; i < numUnits; ++i)
AssetManager::getSingleton()->load(basePaths[i] + meshPaths[i]);
}
void InGameAppState::onDettached() {
+1 -1
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@@ -24,7 +24,7 @@ namespace battleship{
UnitDataManager::UnitDataManager(){
LuaManager *luaManager = LuaManager::getSingleton();
luaManager->buildScript(vector<string>{configData::PATH + "defPaths.lua", configData::PATH + "unitData.lua"});
luaManager->buildScript(vector<string>{configData::PATH + "Scripts/defPaths.lua", configData::PATH + "Scripts/unitData.lua"});
numUnits = luaManager->getInt("numUnits");
+3
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@@ -9,6 +9,9 @@ namespace battleship{
class UnitDataManager{
public:
static UnitDataManager* getSingleton();
inline int getNumUnits(){return numUnits;}
inline std::string* getBasePath(){return basePath;}
inline std::string* getMeshPath(){return meshPath;}
private:
UnitDataManager();