Animation* EffectManager::loadAnimation(std::string &s) {
	if (s != "") {
		AnimationSet *animationSet = anim->getAnimationSet(s);
		return animationSet->getAnimation();
	}
	return NULL;
}
void Loot::loadAnimation(std::string _gfx) {
	gfx = _gfx;
	if (gfx != "") {
		anim->increaseCount(gfx);
		AnimationSet *as = anim->getAnimationSet(gfx);
		animation = as->getAnimation();
	}
}
void Hazard::loadAnimation(std::string &s) {
	if (activeAnimation) {
		anim->decreaseCount(animation_name);
		delete activeAnimation;
		activeAnimation = 0;
	}
	animation_name = s;
	if (animation_name != "") {
		anim->increaseCount(animation_name);
		AnimationSet *animationSet = anim->getAnimationSet(animation_name);
		activeAnimation = animationSet->getAnimation();
	}
}