/// <summary>
 /// Loads the ParticleEmitterSettings object.
 /// </summary>
 /// <param name="_settings">The name of the ParticleEmitterSettings object to load from the RendererAssetPool</param>
 private void LoadParticleEmitterSettings(ParticleEmitterSettings _settings)
 {
     settings = _settings;
     if (RendererAssetPool.ParticleSystemSettings.ContainsKey(settings.ParticleSystemName))
     {
         particles = new ParticleSystem(Renderer.RendererAssetPool.ParticleSystemSettings[settings.ParticleSystemName]);
     }
     else
     {
         particles = new ParticleSystem(Renderer.RendererAssetPool.ParticleSystemSettings["Sample"]);
     }
     random = new Random();
     bounds = new BoundingSphere(position, settings.Radius);
     emitting = true;
     stopped = false;
 }
        private void LoadParticleSettings()
        {
            ParticleSystemSettings settings = new ParticleSystemSettings();

            settings.Capacity = 100;
            settings.Duration = TimeSpan.FromSeconds(.5f);
            settings.DurationRandomness = 0;

            settings.GlobalForce = Vector3.Zero;
            settings.MinForceSensitivity = 0.75f;
            settings.MaxForceSensitivity = 1;
            settings.InertiaSensitivity = 1;

            settings.MinStartHorizontalVelocity = -600;
            settings.MaxStartHorizontalVelocity = 600;
            settings.MinStartVerticalVelocity = -600;
            settings.MaxStartVerticalVelocity = 600;

            settings.MinEndHorizontalVelocity = 20;
            settings.MaxEndHorizontalVelocity = 20;
            settings.MinEndVerticalVelocity = 20;
            settings.MaxEndVerticalVelocity = 20;

            settings.MinStartSize = 1;
            settings.MaxStartSize = 1;
            settings.MinEndSize = 1;
            settings.MaxEndSize = 1;

            settings.MinRotateSpeed = 0;
            settings.MaxRotateSpeed = 50;

            settings.MinColor = Color.DarkGray;
            settings.MaxColor = Color.Gray;

            settings.SourceBlend = Blend.SourceAlpha;
            settings.DestinationBlend = Blend.One;

            Texture2D texture = content.Load<Texture2D>("explosion");

            particles = new ParticleSystem(texture, settings);
        }