private DanmakuEmitter CreateEmitter(EmitterModel emitterModel)
    {
        // put your construction logic here...
        BulletLibrary  lib     = context.bulletLibrary;
        DanmakuEmitter prefab  = lib.defaultEmitter.prefab;
        DanmakuEmitter emitter = (Instantiate(prefab) as DanmakuEmitter);

        return(emitter);
    }
 public Effect_noise_test()
 {
     textures_               = new string[] { "star_glow_white.png" };
     materials_              = new RenderMaterial[] { RenderMaterial.Normal };
     renderStyles_           = new RenderStyle[] { new RenderStyle(0, new uint[] { 0 }) };
     frameTime_              = 0.0333333F;
     presimulateTime_        = 0F;
     maxNumRenderCalls_      = 200;
     maxNumParticles_        = 200;
     emitterModels_          = new EmitterModel[] { new Emitter_DefaultEmitter() };
     activeEmitterModels_    = new uint[] { 0 };
     randomGeneratorCreator_ = () => { return(_math.rand_); };
 }
 public Model()
 {
     textures_               = new string[] { "glowing_dot.png" };
     materials_              = new RenderMaterial[] { RenderMaterial.Add };
     renderStyles_           = new RenderStyle[] { new RenderStyle(0, new uint[] { 0 }) };
     frameTime_              = 0.0333333F;
     presimulateTime_        = 0F;
     maxNumRenderCalls_      = 200;
     maxNumParticles_        = 200;
     emitterModels_          = new EmitterModel[] { new Emitter_DefaultEmitter() };
     activeEmitterModels_    = new uint[] { 0 };
     randomGeneratorCreator_ = () => { return(_math.rand_); };
 }
 public Model()
 {
     textures_               = new string[] { "glowing_dot.png", "flare.png" };
     materials_              = new RenderMaterial[] { RenderMaterial.Normal };
     renderStyles_           = new RenderStyle[] { new RenderStyle(0, new uint[] { 0 }), new RenderStyle(0, new uint[] { 1 }) };
     frameTime_              = 0.0333333F;
     presimulateTime_        = 0F;
     maxNumRenderCalls_      = 202;
     maxNumParticles_        = 202;
     emitterModels_          = new EmitterModel[] { new Emitter_Sparks(), new Emitter_Splash() };
     activeEmitterModels_    = new uint[] { 1 };
     randomGeneratorCreator_ = () => { return(_math.rand_); };
 }
Exemple #5
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 public Model()
 {
     textures_               = new string[] { "fire5x1.png", "fire_spark.png" };
     materials_              = new RenderMaterial[] { RenderMaterial.Add };
     renderStyles_           = new RenderStyle[] { new RenderStyle(0, new uint[] { 0 }), new RenderStyle(0, new uint[] { 1 }) };
     frameTime_              = 0.0333333F;
     presimulateTime_        = 0F;
     maxNumRenderCalls_      = 200;
     maxNumParticles_        = 200;
     emitterModels_          = new EmitterModel[] { new Emitter_Fire(), new Emitter_Sparks() };
     activeEmitterModels_    = new uint[] { 0, 1 };
     randomGeneratorCreator_ = () => { return(_math.rand_); };
 }