public void SetParticleEffectStatus(ParticleSystemStatus status) { switch (status) { case ParticleSystemStatus.Stop: mParticle.Stop(); break; case ParticleSystemStatus.Play: mParticle.Play(); break; case ParticleSystemStatus.Pause: mParticle.Pause(); break; } }
/// <summary> /// Clear the system, removes all effects /// </summary> public void Clear() { this.status = ParticleSystemStatus.Idle; effects.Clear(); }
/// <summary> /// Pause the system /// </summary> public void Pause() { this.status = ParticleSystemStatus.Paused; }
/// <summary> /// Resume the system /// </summary> public void Resume() { this.status = ParticleSystemStatus.Running; }
/// <summary> /// Constructs a new particle system /// </summary> public ParticleSystem() { effects = new List <ParticleEffect>(); this.status = ParticleSystemStatus.Idle; Resume(); }