public static void Destroy() { BombManager pMan = BombManager.GetInstance(); Debug.Assert(pMan != null); // Do something clever here // track peak number of active nodes // print stats on destroy // invalidate the singleton }
public static void SetState(StateName inState, AlienColumn pCol) { BombManager pBombMan = BombManager.GetInstance(); Debug.Assert(pBombMan != null); switch (inState) { case StateName.Ready: pCol.state = pReadyState; break; case StateName.BombDropping: pCol.state = pFallingState; break; } }
public static void RandomizeBombType(Bomb pBomb) { BombManager pBombMan = BombManager.GetInstance(); float rand = RandomManager.RandomInt(1, 4); switch (rand) { case 1: pBomb.pStrategy = pBomb.pZigZag; pBomb.pProxySprite.Set(GameSprite.Name.BombZigZag); break; case 2: pBomb.pStrategy = pBomb.pDaggers; pBomb.pProxySprite.Set(GameSprite.Name.BombDagger); break; case 3: pBomb.pStrategy = pBomb.pStraight; pBomb.pProxySprite.Set(GameSprite.Name.BombStraight); break; } pBomb.poColObj.poColRect.Set(pBomb.pProxySprite.pSprite.GetScreenRect()); }