Beispiel #1
0
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "smoke";

            settings.MaxParticles = 1000;

            settings.Duration = TimeSpan.FromSeconds(2);

            settings.DurationRandomness = 1.5f;

            settings.EmitterVelocitySensitivity = 0.1f;

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 1;

            settings.MinVerticalVelocity = -1;
            settings.MaxVerticalVelocity = 1;

            settings.MinColor = new Color(64, 96, 128, 255);
            settings.MaxColor = new Color(255, 255, 255, 128);

            settings.MinRotateSpeed = -4;
            settings.MaxRotateSpeed = 4;

            settings.MinStartSize = 2;
            settings.MaxStartSize = 4;

            settings.MinEndSize = 5;
            settings.MaxEndSize = 15;
        }
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "smoke";

            settings.MaxParticles = maxParticles;

            settings.Duration = TimeSpan.FromSeconds(particleDuration);

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 50;

            settings.MinVerticalVelocity = -10;
            settings.MaxVerticalVelocity = 50;

            settings.Gravity = new Vector3(0, -20, 0);

            settings.EndVelocity = 0;

            settings.MinColor = Color.LightGray;
            settings.MaxColor = Color.White;

            settings.MinRotateSpeed = -2;
            settings.MaxRotateSpeed = 2;

            settings.MinStartSize = 10;
            settings.MaxStartSize = 10;

            settings.MinEndSize = minEndSize;
            settings.MaxEndSize = maxEndSize;
        }
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "explosion";

            settings.MaxParticles = maxParticles;

            settings.Duration = TimeSpan.FromSeconds(particleDuration);
            settings.DurationRandomness = 1;

            settings.MinHorizontalVelocity = 20;
            settings.MaxHorizontalVelocity = 30;

            settings.MinVerticalVelocity = -20;
            settings.MaxVerticalVelocity = 20;

            settings.EndVelocity = 0;

            settings.MinColor = Color.DarkGray;
            settings.MaxColor = Color.Gray;

            settings.MinRotateSpeed = -1;
            settings.MaxRotateSpeed = 1;

            settings.MinStartSize = 10;
            settings.MaxStartSize = 10;

            settings.MinEndSize = minEndSize;
            settings.MaxEndSize = maxEndSize;

            // Use additive blending.
            settings.SourceBlend = Blend.SourceAlpha;
            settings.DestinationBlend = Blend.One;
        }
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "smoke";

            settings.MaxParticles = 600;

            settings.Duration = TimeSpan.FromSeconds(10);

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 15;

            settings.MinVerticalVelocity = 10;
            settings.MaxVerticalVelocity = 20;

            // Create a wind effect by tilting the gravity vector sideways.
            settings.Gravity = new Vector3(-20, -5, 0);

            settings.EndVelocity = 0.75f;

            settings.MinRotateSpeed = -1;
            settings.MaxRotateSpeed = 1;

            settings.MinStartSize = 5;
            settings.MaxStartSize = 10;

            settings.MinEndSize = 50;
            settings.MaxEndSize = 200;
        }
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "smoke";

            settings.MaxParticles = 600;

            settings.Duration = TimeSpan.FromSeconds(10);

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 15;

            settings.MinVerticalVelocity = 10;
            settings.MaxVerticalVelocity = 20;

            // Create a wind effect by tilting the gravity vector sideways.
            settings.Gravity = new Vector3(-20, -5, 0);

            settings.EndVelocity = 0.75f;

            settings.MinRotateSpeed = -1;
            settings.MaxRotateSpeed = 1;

            settings.MinStartSize = 5;
            settings.MaxStartSize = 10;

            settings.MinEndSize = 50;
            settings.MaxEndSize = 200;
        }
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "explosion";

            settings.MaxParticles = maxParticles;

            settings.Duration           = TimeSpan.FromSeconds(particleDuration);
            settings.DurationRandomness = 1;

            settings.MinHorizontalVelocity = 20;
            settings.MaxHorizontalVelocity = 30;

            settings.MinVerticalVelocity = -20;
            settings.MaxVerticalVelocity = 20;

            settings.EndVelocity = 0;

            settings.MinColor = Color.DarkGray;
            settings.MaxColor = Color.Gray;

            settings.MinRotateSpeed = -1;
            settings.MaxRotateSpeed = 1;

            settings.MinStartSize = 10;
            settings.MaxStartSize = 10;

            settings.MinEndSize = minEndSize;
            settings.MaxEndSize = maxEndSize;

            // Use additive blending.
            settings.SourceBlend      = Blend.SourceAlpha;
            settings.DestinationBlend = Blend.One;
        }
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "fire";

            settings.MaxParticles = 2400;

            settings.Duration = TimeSpan.FromSeconds(2);

            settings.DurationRandomness = 1;

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 15;

            settings.MinVerticalVelocity = -10;
            settings.MaxVerticalVelocity = 10;

            // Set gravity upside down, so the flames will 'fall' upward.
            settings.Gravity = new Vector3(0, 15, 0);

            settings.MinColor = new Color(255, 255, 255, 10);
            settings.MaxColor = new Color(255, 255, 255, 40);

            settings.MinStartSize = 5;
            settings.MaxStartSize = 10;

            settings.MinEndSize = 10;
            settings.MaxEndSize = 40;

            // Use additive blending.
            settings.SourceBlend      = Blend.SourceAlpha;
            settings.DestinationBlend = Blend.One;
        }
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "smoke";

            settings.MaxParticles = 1000;

            settings.Duration = TimeSpan.FromSeconds(2);

            settings.DurationRandomness = 1.5f;

            settings.EmitterVelocitySensitivity = 0.1f;

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 1;

            settings.MinVerticalVelocity = -1;
            settings.MaxVerticalVelocity = 1;

            settings.MinColor = new Color(64, 96, 128, 255);
            settings.MaxColor = new Color(255, 255, 255, 128);

            settings.MinRotateSpeed = -4;
            settings.MaxRotateSpeed = 4;

            settings.MinStartSize = 2;
            settings.MaxStartSize = 4;

            settings.MinEndSize = 5;
            settings.MaxEndSize = 15;
        }
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "smoke";

            settings.MaxParticles = maxParticles;

            settings.Duration = TimeSpan.FromSeconds(particleDuration);

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 50;

            settings.MinVerticalVelocity = -10;
            settings.MaxVerticalVelocity = 50;

            settings.Gravity = new Vector3(0, -20, 0);

            settings.EndVelocity = 0;

            settings.MinColor = Color.LightGray;
            settings.MaxColor = Color.White;

            settings.MinRotateSpeed = -2;
            settings.MaxRotateSpeed = 2;

            settings.MinStartSize = 10;
            settings.MaxStartSize = 10;

            settings.MinEndSize = minEndSize;
            settings.MaxEndSize = maxEndSize;
        }
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "fire";

            settings.MaxParticles = 2400;

            settings.Duration = TimeSpan.FromSeconds(2);

            settings.DurationRandomness = 1;

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 15;

            settings.MinVerticalVelocity = -10;
            settings.MaxVerticalVelocity = 10;

            // Set gravity upside down, so the flames will 'fall' upward.
            settings.Gravity = new Vector3(0, 15, 0);

            settings.MinColor = new Color(255, 255, 255, 10);
            settings.MaxColor = new Color(255, 255, 255, 40);

            settings.MinStartSize = 5;
            settings.MaxStartSize = 10;

            settings.MinEndSize = 10;
            settings.MaxEndSize = 40;

            // Use additive blending.
            settings.SourceBlend = Blend.SourceAlpha;
            settings.DestinationBlend = Blend.One;
        }
Beispiel #11
0
 /// <summary>
 /// Derived particle system classes should override this method
 /// and use it to initalize their tweakable settings.
 /// </summary>
 protected abstract void InitializeSettings(ParticleSettings settings);
Beispiel #12
0
 /// <summary>
 /// Derived particle system classes should override this method
 /// and use it to initalize their tweakable settings.
 /// </summary>
 protected abstract void InitializeSettings(ParticleSettings settings);