/*----------------------------------------------------------------------------------------- * * Stage creation functions : * * -----------------------------------------------------------------------------------------*/ /// <summary> /// /// </summary> /// <param name="spriteName"></param> /// <param name="delay"></param> /// <param name="period"></param> /// <param name="sleep"></param> /// <param name="count"></param> /// <param name="emit"></param> public void AddParticleStage(FXParticleStage stageDesc, FXEvent fxEvent, bool looped) { if (!stageDesc.Enabled) { return; } if (stageDesc.Count == 0) { return; } var stage = new ParticleStage(this, stageDesc, fxEvent, looped); stages.Add(stage); }
/// <summary> /// /// </summary> /// <param name="fxEvent"></param> /// <param name="spriteIndex"></param> /// <param name="delay"></param> /// <param name="period"></param> /// <param name="sleep"></param> /// <param name="count"></param> /// <param name="emit"></param> public ParticleStage(FXInstance instance, FXParticleStage stageDesc, FXEvent fxEvent, bool looped) : base(instance) { this.stage = stageDesc; this.looped = looped; this.spriteIndex = instance.fxPlayback.GetSpriteIndex(stageDesc.Sprite); }