Example #1
0
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "wind";

            settings.MaxParticles = 10000;

            settings.Duration = TimeSpan.FromSeconds(.5f);

            //settings.EmitterVelocitySensitivity = 0.1f;

            settings.MinHorizontalVelocity = 1f;
            settings.MaxHorizontalVelocity = 1.1f;

            settings.MinVerticalVelocity = -1f;
            settings.MaxVerticalVelocity = 1.1f;

            settings.Gravity = Vector3.Multiply(gravity, 5);
            //settings.Gravity = 40 * Vector3.UnitY;

            settings.EndVelocity = .1f;

            Color WhiteTransparent = Color.White * 0.25f;
            Color LightCyanTransparent = Color.LightCyan * 1f;
            settings.MinColor = WhiteTransparent;
            settings.MinColor = LightCyanTransparent;

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

            settings.MinStartSize = .2f;
            settings.MaxStartSize = .5f;

            settings.MinEndSize = .2f;
            settings.MaxEndSize = .5f;

            settings.BlendState = BlendState.AlphaBlend;
        }
Example #2
0
 /// <summary>
 /// Derived particle system classes should override this method
 /// and use it to initalize their tweakable settings.
 /// </summary>
 protected abstract void InitializeSettings(ParticleSettings settings);