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); }