Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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JugemDirector.cc
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#include "JugemDirector.hh"
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#include "game/kart/KartObjectManager.hh"
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namespace
Kinoko::Field
{
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JugemDirector
*JugemDirector::CreateInstance() {
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ASSERT(!s_instance);
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s_instance =
new
JugemDirector;
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return
s_instance;
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}
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JugemDirector
*JugemDirector::Instance() {
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return
s_instance;
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}
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void
JugemDirector::DestroyInstance() {
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ASSERT(s_instance);
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auto
*instance = s_instance;
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s_instance =
nullptr
;
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delete
instance;
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}
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JugemDirector::JugemDirector() : m_unit(nullptr) {}
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JugemDirector::~JugemDirector() {
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delete
m_unit;
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}
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void
JugemDirector::createUnits() {
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// Assumes one unit
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const
auto
*kartObj = Kart::KartObjectManager::Instance()->object(0);
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m_unit =
new
JugemUnit(kartObj);
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m_unit->createSwitchRace();
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}
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JugemDirector *JugemDirector::s_instance =
nullptr
;
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}
// namespace Kinoko::Field
Kinoko::Field::JugemDirector
Manager class for the lifecycle of Jugem objects for players.
Definition
JugemDirector.hh:8
Kinoko::Field
Pertains to collision.
Definition
BoxColManager.cc:8
game
field
jugem
JugemDirector.cc
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Malleo
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