/// <summary> /// Set fires on the base depending on its damage state. /// </summary> public void SetEmitters() { if (this.DamageStatus == DamageState.Minor) { if (previousDamageState != this.DamageStatus) { ParticleEmitter0.Attach(this, "Emitter0"); ParticleEmitter0.Emitting = true; //In the case of an incrementing DamageState, we need to ensure the other emitters // are off. ParticleEmitter1.Emitting = false; ParticleEmitter2.Emitting = false; ParticleEmitter3.Emitting = false; } } else if (this.DamageStatus == DamageState.Moderate) { if (previousDamageState != this.DamageStatus) { ParticleEmitter1.Attach(this, "Emitter2"); ParticleEmitter1.Emitting = true; ParticleEmitter2.Emitting = false; ParticleEmitter3.Emitting = false; } } else if (this.DamageStatus == DamageState.Critical) { if (previousDamageState != this.DamageStatus) { ParticleEmitter2.Attach(this, "Emitter3"); ParticleEmitter3.Attach(this, "Emitter1"); ParticleEmitter2.Emitting = true; ParticleEmitter3.Emitting = true; } } if (previousDamageState != this.DamageStatus) { previousDamageState = this.DamageStatus; } }