void ComponentCreateDebris::createDebris()
{
	GameObjectManager* gameObjectManager = GameManager::getInstance()->getGameObjectManager();
	Vector2d velocity(1,1);
	int angle = 360/nDebris;
	for(int i=0;i<nDebris;i++)
	{
		Vector2d velocityAux = velocity.rotateBy(Math::random(20) + i*angle + angle,Vector2d(0,0)).normalize();
		switch (Math::random(0,5))
		{
		case 0:
			gameObjectManager->createGenericDebris(Resources::MESH_DEBRIS_1,velocityAux * 2,parent->position);
			break;
		case 1:
			gameObjectManager->createGenericDebris(Resources::MESH_DEBRIS_2,velocityAux * 2,parent->position);
			break;
		case 2:
			gameObjectManager->createGenericDebris(Resources::MESH_DEBRIS_3,velocityAux * 2,parent->position);
			break;
		case 3:
			gameObjectManager->createGenericDebris(Resources::MESH_DEBRIS_4,velocityAux * 2,parent->position);
			break;
		case 4:
			gameObjectManager->createGenericDebris(Resources::MESH_DEBRIS_5,velocityAux * 2,parent->position);
			break;
		}

	}
	gameObjectManager->createMuzzleFlash()->position =parent->position-velocity;
	gameObjectManager->createMuzzleFlash()->position =parent->position+velocity*2;
	GameManager::getInstance()->getPhysicsManager()->createExplosion(parent->position,nDebris/5);
}