Esempio n. 1
0
        void ParticlesCountLogic(WorldRenderer wr)
        {
            // Logic to switch between the states of the particleCountFader
            if (particleCountFader == ParticleCountFaderType.Hold && particleList.Count < maxParticleCount)
            {
                particleCountFader = ParticleCountFaderType.FadeIn;
            }
            else if (particleCountFader == ParticleCountFaderType.FadeIn && particleList.Count >= maxParticleCount)
            {
                particleCountFader = ParticleCountFaderType.Hold;
            }
            else if (particleCountFader == ParticleCountFaderType.FadeOut && particleList.Count == 0)
            {
                particleCountFader = ParticleCountFaderType.Hold;
            }

            // Do the fade functions
            if (particleCountFader == ParticleCountFaderType.FadeIn)
            {
                FadeInParticleCount(wr);
            }
            else if (particleCountFader == ParticleCountFaderType.FadeOut)
            {
                FadeOutParticleCount(wr);
            }
        }
Esempio n. 2
0
        void ParticlesCountLogic(WorldRenderer wr)
        {
            // Logic to switch between the states of the particleCountFader
            if (particleCountFader == ParticleCountFaderType.Hold && particleList.Count < maxParticleCount)
                particleCountFader = ParticleCountFaderType.FadeIn;
            else if (particleCountFader == ParticleCountFaderType.FadeIn && particleList.Count >= maxParticleCount)
                particleCountFader = ParticleCountFaderType.Hold;
            else if (particleCountFader == ParticleCountFaderType.FadeOut && particleList.Count == 0)
                particleCountFader = ParticleCountFaderType.Hold;

            // Do the fade functions
            if (particleCountFader == ParticleCountFaderType.FadeIn)
                FadeInParticleCount(wr);
            else if (particleCountFader == ParticleCountFaderType.FadeOut)
                FadeOutParticleCount(wr);
        }