void ParticleSystemEffect::endSystem()
{
    _UpdateConnection.disconnect();
    _SystemUpdatedConnection.disconnect();
    killSystem();

    finished();
}
示例#2
0
void ParticleEngine::updateSystems()
{
  UIDMapIter iter = m_UIDMap.begin();
  while(iter != m_UIDMap.end())
  {
    ParticleSystem *sys = iter->second;
    iter++;

    sys->update(gRenderer.getTimeStep());

    if(sys->isDead())
    {
      killSystem(sys->m_UID);
    }
  }
}