protected override void InitializeSettings(ParticleSettings settings) { settings.TextureName = "explosion"; settings.MaxParticles = 400; settings.Duration = TimeSpan.FromSeconds(1f); settings.DurationRandomness = 1; settings.MinHorizontalVelocity = 5; settings.MaxHorizontalVelocity = 10; settings.MinVerticalVelocity = -1; settings.MaxVerticalVelocity = 1; settings.EndVelocity = 0; settings.MinColor = Color.DarkGray; settings.MaxColor = Color.Gray; settings.MinRotateSpeed = -1; settings.MaxRotateSpeed = 1; settings.MinStartSize = 1; settings.MaxStartSize = 3; settings.MinEndSize = 10; settings.MaxEndSize = 15; // Use additive blending. settings.BlendState = BlendState.Additive; }
protected override void InitializeSettings(ParticleSettings settings) { settings.TextureName = "smoke"; settings.MaxParticles = 100; settings.Duration = TimeSpan.FromSeconds(1); settings.MinHorizontalVelocity = 1; settings.MaxHorizontalVelocity = 10; settings.MinVerticalVelocity = -1; settings.MaxVerticalVelocity = 5; settings.Gravity = new Vector3(0, -3, 0); settings.EndVelocity = 0; settings.MinColor = Color.LightGray; settings.MaxColor = Color.White; settings.MinRotateSpeed = -1; settings.MaxRotateSpeed = 2; settings.MinStartSize = 1; settings.MaxStartSize = 2; settings.MinEndSize = 5; settings.MaxEndSize = 20; }
protected override void InitializeSettings(ParticleSettings settings) { settings.TextureName = "smoke"; settings.MaxParticles = 100; settings.Duration = TimeSpan.FromSeconds(2); settings.MinHorizontalVelocity = 0; settings.MaxHorizontalVelocity = 4; settings.MinVerticalVelocity = 4; settings.MaxVerticalVelocity = 10; // Create a wind effect by tilting the gravity vector sideways. settings.Gravity = new Vector3(-10, -5, 0); settings.EndVelocity = 0.80f; settings.MinRotateSpeed = -1; settings.MaxRotateSpeed = 1; settings.MinStartSize = 0.5f; settings.MaxStartSize = 1; settings.MinEndSize = 3; settings.MaxEndSize = 15; }
protected override void InitializeSettings(ParticleSettings settings) { settings.TextureName = "smoke"; settings.MaxParticles = 1000; settings.Duration = TimeSpan.FromSeconds(1); settings.DurationRandomness = 1.5f; settings.EmitterVelocitySensitivity = 0.05f; settings.MinHorizontalVelocity = 0; settings.MaxHorizontalVelocity = 0.5f; settings.MinVerticalVelocity = -1; settings.MaxVerticalVelocity = 1; settings.MinColor = new Color(64, 96, 128, 255); settings.MaxColor = new Color(255, 255, 255, 128); settings.MinRotateSpeed = -2; settings.MaxRotateSpeed = 2; settings.MinStartSize = 0.2f; settings.MaxStartSize = 0.4f; settings.MinEndSize = 2; settings.MaxEndSize = 3; }
protected override void InitializeSettings(ParticleSettings settings) { settings.TextureName = "fire"; settings.MaxParticles = 500; settings.Duration = TimeSpan.FromSeconds(2); settings.DurationRandomness = 1; settings.MinHorizontalVelocity = 0; settings.MaxHorizontalVelocity = 5; settings.MinVerticalVelocity = -1; settings.MaxVerticalVelocity = 1; // Set gravity upside down, so the flames will 'fall' upward. settings.Gravity = new Vector3(0, 10, 0); settings.MinColor = new Color(255, 255, 255, 50); settings.MaxColor = new Color(255, 255, 255, 150); settings.MinStartSize = 1; settings.MaxStartSize = 3; settings.MinEndSize = 10; settings.MaxEndSize = 15; // Use additive blending. settings.BlendState = BlendState.Additive; }
/// <summary> /// Derived particle system classes should override this method /// and use it to initalize their tweakable settings. /// </summary> protected abstract void InitializeSettings(ParticleSettings settings);