public void Start() { if (currentState != ParticleEmitterStates.Finished) { currentState = ParticleEmitterStates.Playing; } }
/// <summary> /// Begins the particle system demonstration. /// </summary> public void Start() { if (currentState != ParticleEmitterStates.Playing && currentState != ParticleEmitterStates.Finished) { for (int i = 0; i < emitters.Count; i++) { emitters[i].Start(); } currentState = ParticleEmitterStates.Playing; } else if (currentState == ParticleEmitterStates.Finished) { if (emitters.Count == 0) { AddEmitters(); } for (int i = 0; i < emitters.Count; i++) { emitters[i].Start(); } currentState = ParticleEmitterStates.Playing; } }
/// <summary> /// Pauses the ParticleSystem demonstration. /// </summary> public void Pause() { for (int i = 0; i < emitters.Count; i++) { emitters[i].Pause(); } currentState = ParticleEmitterStates.Paused; }
public void Dispose(bool finalize) { for (int i = 0; i < emitters.Count; i++) { emitters[i].Dispose(finalize); } emitters.Clear(); currentState = ParticleEmitterStates.Finished; }
void Completed(ParticleEmitter emitter) { emitter.Dispose(false); emitters.Remove(emitter); if (emitters.Count == 0) { currentState = ParticleEmitterStates.Finished; if (OnFinished != null) { OnFinished(this); } } }
public void Stop() { currentState = ParticleEmitterStates.Finished; }
public void Pause() { currentState = ParticleEmitterStates.Paused; }