Beispiel #1
0
        // --------------------- BASE METHODS ------------------

        /// <summary>
        /// Initialization of the particle-system
        /// </summary>
        public override void Awake()
        {
            _cashDropParticles = new ParticleSystem3D {
                Settings = new Settings {
                    TextureName       = "base_cash_drop",
                    MaxParticles      = 2,
                    ParticlesPerRound = 1,
                    Duration          = 5.0f,
                    // Create a wind effect by tilting the gravity vector sideways.
                    Gravity     = new Vector3(-0.5f, -0.2f, 0),
                    EndVelocity = 0.75f,

                    MinHorizontalVelocity = 0,
                    MaxHorizontalVelocity = 1.0f,

                    MinVerticalVelocity = 2.5f,
                    MaxVerticalVelocity = 3.0f,

                    MinRotateSpeed = 0,
                    MaxRotateSpeed = 0,

                    MinStartSize = 1,
                    MaxStartSize = 3,

                    MinEndSize = 2,
                    MaxEndSize = 5
                }
            };


            _cashDropParticles.Awake();
            ParticleRendering.AddInstance(_cashDropParticles);
        }
Beispiel #2
0
        // --------------------- BASE METHODS ------------------

        /// <summary>
        /// Initialization of the particle-system
        /// </summary>
        public override void Awake()
        {
            _smokePlumeParticles = new ParticleSystem3D {
                Settings = new Settings {
                    TextureName       = "vault_smoke",
                    MaxParticles      = 1500,
                    ParticlesPerRound = 1,
                    Duration          = 3.0f,
                    // Create a wind effect by tilting the gravity vector sideways.
                    Gravity     = new Vector3(-5, -2.5f, 0),
                    EndVelocity = 0.75f,

                    MinHorizontalVelocity = 0,
                    MaxHorizontalVelocity = 5,

                    MinVerticalVelocity = 2.5f,
                    MaxVerticalVelocity = 15,

                    MinColor = new Color(0, 0, 0, 255),
                    MaxColor = new Color(128, 128, 128, 128),

                    MinRotateSpeed = -1,
                    MaxRotateSpeed = 1,

                    MinStartSize = 1,
                    MaxStartSize = 2,

                    MinEndSize = 2,
                    MaxEndSize = 5
                }
            };

            _smokePlumeParticles.Awake();
            ParticleRendering.AddInstance(_smokePlumeParticles, true);
        }
Beispiel #3
0
        // --------------------- BASE METHODS ------------------

        /// <summary>
        /// Initialization of the particle-system
        /// </summary>
        public override void Awake()
        {
            _cashParticles = new ParticleSystem3D {
                Settings = new Settings {
                    TextureName  = "cash",
                    MaxParticles = 1800,
                    Duration     = 8.0f,
                    // Create a wind effect by tilting the gravity vector sideways.
                    Gravity     = new Vector3(-1.0f, -5.5f, 0),
                    EndVelocity = 0.75f,

                    MinHorizontalVelocity = 0,
                    MaxHorizontalVelocity = 5,

                    MinVerticalVelocity = 2.5f,
                    MaxVerticalVelocity = 10.0f,

                    MinRotateSpeed = -1,
                    MaxRotateSpeed = 1,

                    MinStartSize = 1.0f,
                    MaxStartSize = 1.01f,

                    MinEndSize = 1.02f,
                    MaxEndSize = 1.03f
                }
            };

            _cashParticles.Awake();
            ParticleRendering.AddInstance(_cashParticles);
        }
Beispiel #4
0
        // --------------------- BASE METHODS ------------------

        /// <summary>
        /// Initialization of the particle-system
        /// </summary>
        public override void Awake()
        {
            ParticleRendering.AddInstance(_particleType, this);
        }