Esempio n. 1
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        public void SetParticleEffectStatus(ParticleSystemStatus status)
        {
            switch (status)
            {
            case ParticleSystemStatus.Stop:     mParticle.Stop();   break;

            case ParticleSystemStatus.Play:     mParticle.Play();   break;

            case ParticleSystemStatus.Pause:    mParticle.Pause();  break;
            }
        }
Esempio n. 2
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 /// <summary>
 /// Clear the system, removes all effects
 /// </summary>
 public void Clear()
 {
     this.status = ParticleSystemStatus.Idle;
     effects.Clear();
 }
Esempio n. 3
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 /// <summary>
 /// Pause the system
 /// </summary>
 public void Pause()
 {
     this.status = ParticleSystemStatus.Paused;
 }
Esempio n. 4
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 /// <summary>
 /// Resume the system
 /// </summary>
 public void Resume()
 {
     this.status = ParticleSystemStatus.Running;
 }
Esempio n. 5
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 /// <summary>
 /// Constructs a new particle system
 /// </summary>
 public ParticleSystem()
 {
     effects     = new List <ParticleEffect>();
     this.status = ParticleSystemStatus.Idle;
     Resume();
 }