Esempio n. 1
0
        private void CustomInitialize()
        {
            lifeSecondsRemaining = EffectDurationSeconds;
            SinkSprite.Visible   = true;

            smokeMed = EasyEmitter.BuildExplosion(GlobalContent.EffectChains["ExplosionSmokeMed"], EmitterPower.Medium, 20f);
            smokeMed.AttachTo(this, false);
            smokeMed.RelativeZ = 10f;

            smokeSmall = EasyEmitter.BuildExplosion(GlobalContent.EffectChains["WoodParticle"], EmitterPower.Large, 2f, 360f, -4f, 8f);
            smokeSmall.AttachTo(this, false);
            smokeSmall.RelativeZ = 20f;

            ripples = EasyEmitter.BuildContrail(GlobalContent.EffectChains["Ripple"], EmitterPower.Tiny, 0f, 4f, 6f);
            ripples.AttachTo(this, false);
            ripples.RelativeZ = -2f;
            ripples.RelativeX = -4f;

            // override some core emitter settings for ripples
            ripples.TimedEmission                           = true;
            ripples.EmissionSettings.Alpha                  = 0.5f;
            ripples.EmissionSettings.RotationZVelocity      = 0;
            ripples.EmissionSettings.RotationZVelocityRange = 0;
            ripples.EmissionSettings.ScaleY                 = 12f;
            ripples.SecondFrequency                         = 1f;
        }
Esempio n. 2
0
        private void CustomInitialize()
        {
            lifeSecondsRemaining = EffectDurationSeconds;

            waterShotMissWakeEmitter = EasyEmitter.BuildExplosion(GlobalContent.EffectChains[WaterMissWakeChainName], EmitterPower.Tiny, 6f, 7f, 3f, 16f);
            waterShotMissWakeEmitter.AttachTo(this, false);

            // override some core emitter settings for spray
            waterShotMissWakeEmitter.NumberPerEmission                       = 10;
            waterShotMissWakeEmitter.EmissionSettings.Alpha                  = 0.25f;
            waterShotMissWakeEmitter.EmissionSettings.RotationZVelocity      = 0;
            waterShotMissWakeEmitter.EmissionSettings.RotationZVelocityRange = 0;

            waterShotMissSprayEmitter = EasyEmitter.BuildExplosion(GlobalContent.EffectChains[WaterMissSprayChainName], EmitterPower.Tiny, 6f, 7f, 3f, 16f);
            waterShotMissSprayEmitter.AttachTo(this, false);

            // override some core emitter settings for ripples
            waterShotMissSprayEmitter.NumberPerEmission                       = 1;
            waterShotMissSprayEmitter.EmissionSettings.Alpha                  = 0.25f;
            waterShotMissSprayEmitter.EmissionSettings.RotationZVelocity      = 0;
            waterShotMissSprayEmitter.EmissionSettings.RotationZVelocityRange = 0;

            groundShotMissEmitter = EasyEmitter.BuildExplosion(GlobalContent.EffectChains[GroundMissChainName], EmitterPower.Tiny, 6f, 7f, 3f, 16f);
            groundShotMissEmitter.AttachTo(this, false);

            // override some core emitter settings for "poof"
            groundShotMissEmitter.NumberPerEmission                       = 10;
            groundShotMissEmitter.EmissionSettings.Alpha                  = 0.3f;
            groundShotMissEmitter.EmissionSettings.RotationZVelocity      = 0;
            groundShotMissEmitter.EmissionSettings.RotationZVelocityRange = 0;
        }