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#include "GameObjectFactory.h"
GameObjectFactory* GameObjectFactory::s_pInstance = 0;
bool GameObjectFactory::RegisterType(const std::string& typeId, BaseCreator* pCreator)
{
std::map<std::string, BaseCreator*>::iterator iter = m_creators.find(typeId);
if (iter!=m_creators.end())
{
delete pCreator;
std::cout << __FILE__<<"\n" << __FUNCTION__<<"\n" << "找到已存在类型:"<<typeId<<"\n";
return false;
}
m_creators[typeId] = pCreator;
return true;
}
GameObject* GameObjectFactory::Create(const std::string& typeId)
{
std::map<std::string, BaseCreator*>::iterator iter = m_creators.find(typeId);
if (iter==m_creators.end())
{
std::cout << __FILE__ <<"\n"<< __FUNCTION__ <<"\n"<< "不存在类型"<<typeId<<"\n";
return nullptr;
}
BaseCreator* pCreator = (*iter).second;
return pCreator->CreateGameObject();
}
GameObjectFactory::~GameObjectFactory()
{
m_creators.clear();
}
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