Danbias/Code/Game/GameLogic/Level.cpp

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#include "Level.h"
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#include "CollisionManager.h"
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using namespace GameLogic;
using namespace Utility::DynamicMemory;
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using namespace Oyster::Physics;
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Level::Level(void)
{
}
Level::~Level(void)
{
}
void Level::InitiateLevel(std::string levelPath)
{
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}
void Level::InitiateLevel(float radius)
{
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//API::SphericalBodyDescription sbDesc;
//sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
//sbDesc.ignoreGravity = true;
//sbDesc.radius = radius;
//sbDesc.mass = 1e16f; //10^16
//sbDesc.mass = 0; //10^16
//sbDesc.subscription_onCollision = CollisionManager::LevelCollision;
//
//ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
//API::Instance().AddObject(rigidBody);
//API::Gravity gravityWell;
//
//gravityWell.gravityType = API::Gravity::GravityType_Well;
//gravityWell.well.mass = 1e16f;
//gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
//
//API::Instance().AddGravity(gravityWell);
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}
void Level::AddPlayerToTeam(Player *player, int teamID)
{
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this->teamManager.AddPlayerToTeam(player,teamID);
}
void Level::CreateTeam(int teamSize)
{
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this->teamManager.CreateTeam(teamSize);
}
void Level::RespawnPlayer(Player *player)
{
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this->teamManager.RespawnPlayerRandom(player);
}