Example #1
0
        public object Load(JToken json)
        {
            var FadeList = SaveLoad.LoadList <ColorFader.ColorFade>(json["FadeList"].Value <JArray>()) as List <ColorFader.ColorFade>;

            //Need to create AssestConverters for these!!
            var obj = new ColorFader();

            obj.FadeList = FadeList;
            SaveLoad.PostLoadIfPossible(obj);
            return(obj);
        }
Example #2
0
        /// <summary>
        /// Does Color Fading on the particle
        /// </summary>
        /// <param name="p"></param>
        /// <param name="colorFader"></param>
        /// <param name="fdt"></param>
        void doColorFade(ref Particle p, ColorFader colorFader, float fdt)
        {
            colorFader.updateColorFadeAndRate(ref p);

            /*p.Color.R -= (p.Color.R - colorFader.nextColor.R) * colorFader.ColorRate * fdt;
            *  p.Color.G -= (p.Color.G- colorFader.nextColor.G) * colorFader.ColorRate * fdt;
            *  p.Color.B -= (p.Color.B - colorFader.nextColor.B) * colorFader.ColorRate * fdt;
            *  p.Color.A -= (p.Color.A - colorFader.nextColor.A) * colorFader.ColorRate * fdt;*/
            //colorRate = colorFader.ColorRate*fdt;
            p.Color.R += (colorFader.nextColor.R - p.Color.R) * colorFader.ColorRate * fdt;
            p.Color.G += (colorFader.nextColor.G - p.Color.G) * colorFader.ColorRate * fdt;
            p.Color.B += (colorFader.nextColor.B - p.Color.B) * colorFader.ColorRate * fdt;
            p.Color.A += (colorFader.nextColor.A - p.Color.A) * colorFader.ColorRate * fdt;
        }
Example #3
0
        /// <summary>
        /// Sets up a Particle Emitter.
        /// Can set for particles to fade into the background with time, to fade from multiple colors, and scale with time
        /// </summary>
        /// <param name="_emitter"></param>
        /// <param name="_doFadeWithTime"></param>
        /// <param name="_colorFader"></param>
        /// <param name="_scaleWithTime"></param>
        public void setupEmitter(ParticleEmitter _emitter, ColorFader _colorFader = null, bool _scaleWithTime = false)
        {
            this.emitter = _emitter;

            /* Texture texture = Resources.TheResources.GetTexture("dot");
             * this.RenderState = new ParticleRenderState(texture, particle_group.Particles);
             */
            //AddComponent(this.RenderState);
            //XXX: Once physics is complete, get the position information from Owner's Body

            //Particle Controlling options
            //controller.fadeWithTime = _doFadeWithTime;
            particleGroup.colorFader       = _colorFader;
            controller.changeColorWithTime = (_colorFader != null);
            if (controller.changeColorWithTime && _colorFader.FadeList[0].Color != emitter.Color && _colorFader.FadeList[0].FadeTime != 0)
            {
                particleGroup.colorFader.insertColorFader(0, 0, emitter.Color);
            }
            controller.scaleWithTime = _scaleWithTime;
        }