protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "explosion";

            settings.MaxParticles = 400;

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

            settings.MinHorizontalVelocity = 5;
            settings.MaxHorizontalVelocity = 10;

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

            settings.EndVelocity = 0;

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

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

            settings.MinStartSize = 1;
            settings.MaxStartSize = 3;

            settings.MinEndSize = 10;
            settings.MaxEndSize = 15;

            // Use additive blending.
            settings.BlendState = BlendState.Additive;
        }
Beispiel #2
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        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "smoke";

            settings.MaxParticles = 100;

            settings.Duration = TimeSpan.FromSeconds(1);

            settings.MinHorizontalVelocity = 1;
            settings.MaxHorizontalVelocity = 10;

            settings.MinVerticalVelocity = -1;
            settings.MaxVerticalVelocity = 5;

            settings.Gravity = new Vector3(0, -3, 0);

            settings.EndVelocity = 0;

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

            settings.MinRotateSpeed = -1;
            settings.MaxRotateSpeed = 2;

            settings.MinStartSize = 1;
            settings.MaxStartSize = 2;

            settings.MinEndSize = 5;
            settings.MaxEndSize = 20;
        }
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "smoke";

            settings.MaxParticles = 100;

            settings.Duration = TimeSpan.FromSeconds(2);

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 4;

            settings.MinVerticalVelocity = 4;
            settings.MaxVerticalVelocity = 10;

            // Create a wind effect by tilting the gravity vector sideways.
            settings.Gravity = new Vector3(-10, -5, 0);

            settings.EndVelocity = 0.80f;

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

            settings.MinStartSize = 0.5f;
            settings.MaxStartSize = 1;

            settings.MinEndSize = 3;
            settings.MaxEndSize = 15;
        }
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "smoke";

            settings.MaxParticles = 1000;

            settings.Duration = TimeSpan.FromSeconds(1);

            settings.DurationRandomness = 1.5f;

            settings.EmitterVelocitySensitivity = 0.05f;

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 0.5f;

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

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

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

            settings.MinStartSize = 0.2f;
            settings.MaxStartSize = 0.4f;

            settings.MinEndSize = 2;
            settings.MaxEndSize = 3;
        }
Beispiel #5
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        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "fire";

            settings.MaxParticles = 500;

            settings.Duration = TimeSpan.FromSeconds(2);

            settings.DurationRandomness = 1;

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 5;

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

            // Set gravity upside down, so the flames will 'fall' upward.
            settings.Gravity = new Vector3(0, 10, 0);

            settings.MinColor = new Color(255, 255, 255, 50);
            settings.MaxColor = new Color(255, 255, 255, 150);

            settings.MinStartSize = 1;
            settings.MaxStartSize = 3;

            settings.MinEndSize = 10;
            settings.MaxEndSize = 15;

            // Use additive blending.
            settings.BlendState = BlendState.Additive;
        }
Beispiel #6
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        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "fire";

            settings.MaxParticles = 500;

            settings.Duration = TimeSpan.FromSeconds(2);

            settings.DurationRandomness = 1;

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 5;

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

            // Set gravity upside down, so the flames will 'fall' upward.
            settings.Gravity = new Vector3(0, 10, 0);

            settings.MinColor = new Color(255, 255, 255, 50);
            settings.MaxColor = new Color(255, 255, 255, 150);

            settings.MinStartSize = 1;
            settings.MaxStartSize = 3;

            settings.MinEndSize = 10;
            settings.MaxEndSize = 15;

            // Use additive blending.
            settings.BlendState = BlendState.Additive;
        }
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "explosion";

            settings.MaxParticles = 400;

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

            settings.MinHorizontalVelocity = 5;
            settings.MaxHorizontalVelocity = 10;

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

            settings.EndVelocity = 0;

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

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

            settings.MinStartSize = 1;
            settings.MaxStartSize = 3;

            settings.MinEndSize = 10;
            settings.MaxEndSize = 15;


            // Use additive blending.
            settings.BlendState = BlendState.Additive;
        }
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "smoke";

            settings.MaxParticles = 1000;

            settings.Duration = TimeSpan.FromSeconds(1);

            settings.DurationRandomness = 1.5f;

            settings.EmitterVelocitySensitivity = 0.05f;

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 0.5f;

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

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

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

            settings.MinStartSize = 0.2f;
            settings.MaxStartSize = 0.4f;

            settings.MinEndSize = 2;
            settings.MaxEndSize = 3;
        }
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "smoke";

            settings.MaxParticles = 100;

            settings.Duration = TimeSpan.FromSeconds(2);

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 4;

            settings.MinVerticalVelocity = 4;
            settings.MaxVerticalVelocity = 10;

            // Create a wind effect by tilting the gravity vector sideways.
            settings.Gravity = new Vector3(-10, -5, 0);

            settings.EndVelocity = 0.80f;

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

            settings.MinStartSize = 0.5f;
            settings.MaxStartSize = 1;

            settings.MinEndSize = 3;
            settings.MaxEndSize = 15;
        }
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "smoke";

            settings.MaxParticles = 100;

            settings.Duration = TimeSpan.FromSeconds(1);

            settings.MinHorizontalVelocity = 1;
            settings.MaxHorizontalVelocity = 10;

            settings.MinVerticalVelocity = -1;
            settings.MaxVerticalVelocity = 5;

            settings.Gravity = new Vector3(0, -3, 0);

            settings.EndVelocity = 0;

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

            settings.MinRotateSpeed = -1;
            settings.MaxRotateSpeed = 2;

            settings.MinStartSize = 1;
            settings.MaxStartSize = 2;

            settings.MinEndSize = 5;
            settings.MaxEndSize = 20;
        }
Beispiel #11
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 /// <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
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 /// <summary>
 /// Derived particle system classes should override this method
 /// and use it to initalize their tweakable settings.
 /// </summary>
 protected abstract void InitializeSettings(ParticleSettings settings);