// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net #pragma once using namespace System::Collections; #include "MDisposable.h" #include "MEntity.h" namespace Emergent{ namespace Gamebryo{ namespace SceneDesigner{ namespace Framework { public __gc class MEntityFactory : public MDisposable { public: MEntity* Get(NiEntityInterface* pkUnmanaged); void Remove(NiEntityInterface* pkUnmanaged); void Remove(MEntity* pmManaged); void Clear(); int GetCurrMaxEntityID(); /// 清理所有已经释放的 MEntity. 返回清理的个数 int ClearAllDisposedMEntity(); /// 根据名称取得 entity MEntity* Get(String* strName); private: Hashtable* m_pmUnmanagedToManaged; // MDisposable members. protected: virtual void Do_Dispose(bool bDisposing); // Singleton members. private public: static void Init(); static void Shutdown(); static bool InstanceIsValid(); __property static MEntityFactory* get_Instance(); private: static MEntityFactory* ms_pmThis = NULL; int m_iCurrMaxEntityID; // 当前最大 entity id MEntityFactory(); }; }}}}