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/*Copyright (c) 2011, Florent DEVILLE.                                      */
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using System.Collections.Generic;
using GE.World.Entities;
using Microsoft.Xna.Framework;

namespace GE.Manager
{
    class BulletManager
    {
        /// <summary>
        /// Singleton instance
        /// </summary>
        static BulletManager _instance = null;

        /// <summary>
        /// Number of bullet the manager handles
        /// </summary>
        int _iBulletCount;

        /// <summary>
        /// List of reference to the bullet entities
        /// </summary>
        List<BulletEntity> _listBulletEntity;

        /// <summary>
        /// Constructor
        /// </summary>
        private BulletManager()
        {
            _iBulletCount = 0;
            _listBulletEntity = new List<BulletEntity>();
        }

        /// <summary>
        /// Return the singleton
        /// </summary>
        static public BulletManager Instance
        {
            get
            {
                if (_instance == null)
                    _instance = new BulletManager();

                return _instance;
            }
        }

        /// <summary>
        /// Initialise the bullet manager
        /// </summary>
        /// <param name="bulletCount">Number of bullet to handle</param>
        /// <returns>Return true.</returns>
        public bool init(int bulletCount)
        {
            //create the blank bullet and store references
            _iBulletCount = bulletCount;
            for (int i = 0; i < _iBulletCount; i++)
            {
                _listBulletEntity.Add(World.World.Instance.createBlankBullet());
            }
            return true;
        }

        public void clear()
        {
            _listBulletEntity.Clear();
        }

        /// <summary>
        /// Activate a bullet
        /// </summary>
        /// <param name="idTexture"></param>
        /// <param name="idSprite"></param>
        /// <param name="lifeTime"></param>
        /// <param name="damages"></param>
        /// <param name="speed"></param>
        /// <param name="position"></param>
        /// <returns>Return true if a bullet was activated or false if the manager couldn't activate a bullet.</returns>
        public bool activate(int idTexture, int idSprite, int lifeTime, int damages, Vector2 speed, Vector2 position, eSide side)
        {
            for (int i = 0; i < _listBulletEntity.Count; i++)
            {
                if (!_listBulletEntity[i].Active)
                {
                    _listBulletEntity[i].activate(idTexture, idSprite, lifeTime, damages, speed, position, side);
                    return true;
                }
            }

            return false;
        }
    }
}
