public Particle(OpenGL _openGL) { openGL = _openGL; particleData = new ParticleData(); int iPaticleCount = particleData.MaxParticles; particleData.ParticleInit = false; particles = new ParticleEngine[iPaticleCount]; SetTexture(particleData.Texture, particleData.CustomTexture); Random rndParticleStart = new Random(); for (int i = 0; i < iPaticleCount; i++) { int iMinStart = 0; int iMaxStart = 3; float fStart = rndParticleStart.Next(iMinStart, iMaxStart); ParticleEngine particleEngine = new ParticleEngine(_openGL); particles[i] = particleEngine; particles[i].ParticleMove(fStart, true); } }
public void ParticleInit() { int iPaticleCount = particleData.MaxParticles; particleData.ParticleInit = false; particles = new ParticleEngine[iPaticleCount]; texture = new Texture(); Random rndParticleStart = new Random(); for (int i = 0; i < iPaticleCount; i++) { ParticleEngine particleEngine = new ParticleEngine(openGL); particles[i] = particleEngine; int iMinStart = 0; int iMaxStart = 3; float fStart = rndParticleStart.Next(iMinStart, iMaxStart); particles[i].ParticleMove(fStart, true); } }