public ParticleSystem(float duration, float partiDuration, Vector2 basePos, Texture2D tex, Vector2 texOrigin, Nullable <Rectangle> sourceRect, float layerDepth, CreateSumFunc createSumFunc, PosGroupFunc posGroupFunc, DirGroupFunc dirGroupFunc, RadiusGroupFunc radiusGroupFunc, ColorGroupFunc colorGroupFunc) { this.tex = tex; this.texOrigin = texOrigin; this.sourceRect = sourceRect; this.layerDepth = layerDepth; this.createSumFunc = createSumFunc; this.posGroupFunc = posGroupFunc; this.dirGroupFunc = dirGroupFunc; this.radiusGroupFunc = radiusGroupFunc; this.colorGroupFunc = colorGroupFunc; this.duration = duration; this.partiDura = partiDuration; this.basePos = basePos; this.particles = new List <Particle>(); }
public ParticleSystem( float duration, float partiDuration, Vector2 basePos, Texture2D tex, Vector2 texOrigin, Nullable<Rectangle> sourceRect, float layerDepth, CreateSumFunc createSumFunc, PosGroupFunc posGroupFunc, DirGroupFunc dirGroupFunc, RadiusGroupFunc radiusGroupFunc, ColorGroupFunc colorGroupFunc ) { this.tex = tex; this.texOrigin = texOrigin; this.sourceRect = sourceRect; this.layerDepth = layerDepth; this.createSumFunc = createSumFunc; this.posGroupFunc = posGroupFunc; this.dirGroupFunc = dirGroupFunc; this.radiusGroupFunc = radiusGroupFunc; this.colorGroupFunc = colorGroupFunc; this.duration = duration; this.partiDura = partiDuration; this.basePos = basePos; this.particles = new List<Particle>(); }