void BaseGameObject::init(GameObjectManager& manager, const ActorData* gameData, Node* node, PlayerObject* player, const Matrix & transform)
{
	_manager = &manager;
	Player = player;
	LocalGameData.init(gameData, Player->upgrades());
	manager.registerObject(this);
	if (node)
	{
		_node = node->clone()->Auto();
		_node->setOrientationAxises(Node::PositiveX, Node::PositiveZ, Node::PositiveY);
		_node->set(transform);
		manager.registerSceneNode(_node);
	}
	Vector3 translation;
	transform.getTranslation(&translation);
	setPosition(translation);
	//_FogOfWarTimer = createTimer(Timer(2.0f, 0.0f, ))
}
void HiddenObject::init(GameObjectManager& manager, const ActorData* gameData, Node* node, PlayerObject* player, const Matrix & transform)
{
	_manager = &manager;
	Player = player;
	manager.registerObject(this);
}