PerfTimer updateTimer = new PerfTimer("ParticleSystemManager");     // Will update every 1 second (the default).
#endif
        public void Update()
        {
#if UPDATE_TIMERS
            updateTimer.Start();
#endif

            ExplosionManager.Update();

            int newNumParticles = 0;
            for (int i = 0; i < emitterList.Count; i++)
            {
                BaseEmitter emitter = emitterList[i];
                if (emitter != null)
                {
                    emitter.Update();

                    newNumParticles += emitter.ParticleCount();
                }
            }
            numParticles = newNumParticles;

#if UPDATE_TIMERS
            updateTimer.Stop();
#endif
        }   // end of ParticleSystemManager Update()
Ejemplo n.º 2
0
        /// <summary>
        /// Test to see if a beam hit anything, object or terrain.
        /// </summary>
        /// <param name="shooter"></param>
        /// <param name="beams"></param>
        /// <param name="particle"></param>
        /// <returns></returns>
        private bool HitSomething(GameActor shooter, Beam beam)
        {
            Vector3 start = beam.Position;
            Vector3 end   = start + beam.Velocity * Time.GameTimeFrameSeconds;

            Vector3 terrainHit = end;
            bool    hitTerrain = beam.Life - beam.TTL >= beam.TTTerraHit;

            if (hitTerrain)
            {
                /// terrain hit is current position
                /// - what we've travelled already (vel * (life - ttl))
                /// + time from beginning to terrain hit (vel * ttTerraHit)
                /// We use end as current position because we've already updated TTL
                /// but haven't yet advanced .Position. When we do advance .Position,
                /// it will be to "end".
                terrainHit = end + beam.Velocity * (beam.TTTerraHit - (beam.Life - beam.TTL));
            }

            Vector3   hitPoint = terrainHit;
            GameActor hitThing = beam.TargetActor;

            if (hitThing != null)
            {
                // never hit terrain if we have a valid target actor
                hitTerrain = false;
                hitPoint   = beam.TargetActor.WorldCollisionCenter;
            }

            // used the actor to determine if we've hit the target
            Vector3 beamVector = end - hitPoint;
            float   beamLength = beamVector.LengthSquared();
            bool    hitTarget  = beamLength < 0.25f;

            if (hitTerrain && hitTarget)
            {
                float beamToTerrain = Vector3.DistanceSquared(start, terrainHit);
                float beamToHit     = Vector3.DistanceSquared(start, hitPoint);
                if ((beamToHit - beamToTerrain) > 0.25f)
                {
                    hitThing = null;
                    hitPoint = terrainHit;
                }
            }

            if (hitTarget)
            {
                OnHit(shooter, hitThing, hitPoint, beam);
            }
            else if (hitTerrain)
            {
                OnHit(shooter, null, terrainHit, beam);
                ExplosionManager.CreateSpark(terrainHit, 3, 0.4f, 1.0f);
            }

            return(hitTerrain || hitTarget);
        }
Ejemplo n.º 3
0
 public override void Update()
 {
     if (Dying)
     {
         // SteamPuffs don't own their own particles (they're all shared) so we don't
         // need to wait until they're all gone.  We can immediately remove ourselves.
         RemoveFromManager();
     }
     else
     {
         if (Time.GameTimeTotalSeconds > lastPuffTime + timeBetweenPuffs)
         {
             ExplosionManager.CreateSteamPuff(position, density, scale);
             lastPuffTime = Time.GameTimeTotalSeconds;
         }
     }
 } // end of Update()
Ejemplo n.º 4
0
        /// <summary>
        /// Test to see if a bleep hit anything, object or terrain.
        /// </summary>
        /// <param name="shooter"></param>
        /// <param name="bleeps"></param>
        /// <param name="particle"></param>
        /// <returns></returns>
        private bool HitSomething(GameActor shooter, Bleep bleep)
        {
            Vector3 start = bleep.Position;
            Vector3 end   = start + bleep.Velocity * Time.GameTimeFrameSeconds;

            Vector3 terrainHit = end;
            bool    hitTerrain = bleep.Life - bleep.TTL >= bleep.TTTerraHit;

            if (hitTerrain)
            {
                /// terrain hit is current position
                /// - what we've travelled already (vel * (life - ttl))
                /// + time from beginning to terrain hit (vel * ttTerraHit)
                /// We use end as current position because we've already updated TTL
                /// but haven't yet advanced .Position. When we do advance .Position,
                /// it will be to "end".
                terrainHit = end + bleep.Velocity * (bleep.TTTerraHit - (bleep.Life - bleep.TTL));
            }

            const float kBleepRadius = 0.25f;
            GameActor   hitThing     = null;
            Vector3     hitPoint     = terrainHit;

            if (CollSys.TestAll(
                    start,
                    end,
                    kBleepRadius,
                    _scratchHitInfo))
            {
                for (int i = 0; i < _scratchHitInfo.Count; ++i)
                {
                    GameActor other = _scratchHitInfo[i].Other;
                    if (!ExcludedHitThing(shooter, other))
                    {
                        hitThing = other;
                        hitPoint = _scratchHitInfo[i].Contact;
                        break;
                    }
                }
                _scratchHitInfo.Clear();
            }

            if (hitTerrain && (hitThing != null))
            {
                if (Vector3.DistanceSquared(start, terrainHit) < Vector3.DistanceSquared(start, hitPoint))
                {
                    hitThing = null;
                    hitPoint = terrainHit;
                }
            }

            if (hitThing != null)
            {
                OnHit(shooter, hitThing, hitPoint, bleep);
            }
            else if (hitTerrain)
            {
                OnHit(shooter, null, hitPoint, bleep);
                ExplosionManager.CreateSpark(hitPoint, 3, 0.4f, 1.0f);
            }

            return(hitTerrain || (hitThing != null));;
        }