/// <summary>
 /// Created a new particle Emitter. By default all particles come from position.
 /// </summary>
 /// <param name="_settings">A fully specified ParticleEmitterSettings object.</param>
 public ParticleEmitter(ParticleEmitterSettings _settings)
 {
     if (_settings.Initialized)
     {
         LoadParticleEmitterSettings(_settings);
     }
     else
     {
         LoadParticleEmitterSettings(RendererAssetPool.ParticleEmitterSettings["Sample"]);
     }
 }
 private static void LoadEmitterSettings()
 {
     string dir = Path.Combine(System.Reflection.Assembly.GetExecutingAssembly().Location, "../Content/resources/particleEmitterSettings");
     DirectoryInfo di = new DirectoryInfo(dir);
     FileInfo[] files = di.GetFiles("*.vtpes");
     foreach (System.IO.FileInfo file in files)
     {
         StreamReader read = new StreamReader(file.FullName);
         ParticleEmitterSettings peset = new ParticleEmitterSettings();
         peset.Load(read);
         read.Close();
         RendererAssetPool.ParticleEmitterSettings.Add(Path.GetFileNameWithoutExtension(file.Name), peset);
     }
 }
 /// <summary>
 /// Created a new particle Emitter. By default all particles come from position...?
 /// </summary>
 /// <param name="_settings">A fully specified ParticleEmitterSettings object.</param>
 public ParticleEmitter(ParticleEmitterSettings _settings, Vector3 position)
     : this(_settings)
 {
     this.position = position;
 }
 /// <summary>
 /// Loads the ParticleEmitterSettings object.
 /// </summary>
 /// <param name="_settings">The name of the ParticleEmitterSettings object to load from the RendererAssetPool</param>
 private void LoadParticleEmitterSettings(ParticleEmitterSettings _settings)
 {
     settings = _settings;
     if (RendererAssetPool.ParticleSystemSettings.ContainsKey(settings.ParticleSystemName))
     {
         particles = new ParticleSystem(Renderer.RendererAssetPool.ParticleSystemSettings[settings.ParticleSystemName]);
     }
     else
     {
         particles = new ParticleSystem(Renderer.RendererAssetPool.ParticleSystemSettings["Sample"]);
     }
     random = new Random();
     bounds = new BoundingSphere(position, settings.Radius);
     emitting = true;
     stopped = false;
 }