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