public ParticleEmitter(ParticleEffect particleEffect, int particleCount)
     : base()
 {
     this.particleEffect = particleEffect;
     this.particleCount = particleCount;
     ComputeTextures();
 }
Esempio n. 2
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        public Projectile(Actor sender, string tracerEffectName, string explosionEffectName)
        {
            this.sender = sender;
            renderElement = new RenderElement();
            renderElement.IndexBuffer = GFXPrimitives.SphereGeometry.Geometry.renderElement.IndexBuffer;
            renderElement.VertexBuffer = GFXPrimitives.SphereGeometry.Geometry.renderElement.VertexBuffer;
            renderElement.VertexCount = GFXPrimitives.SphereGeometry.Geometry.renderElement.VertexCount;
            renderElement.VertexDec = GFXPrimitives.SphereGeometry.Geometry.renderElement.VertexDec;
            renderElement.VertexStride = GFXPrimitives.SphereGeometry.Geometry.renderElement.VertexStride;
            renderElement.StartVertex = GFXPrimitives.SphereGeometry.Geometry.renderElement.StartVertex;
            renderElement.PrimitiveCount = GFXPrimitives.SphereGeometry.Geometry.renderElement.PrimitiveCount;

            projectileMaterial = ResourceManager.Inst.GetMaterial("GateMaterial");

            //tracerEffect = ResourceManager.Inst.GetParticleEffect(tracerEffectName);
            explosionEffect = ResourceManager.Inst.GetParticleEffect(explosionEffectName);
        }
Esempio n. 3
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 public Health(Random random)
 {
     randomHelper = random;
     tracerEffect = ResourceManager.Inst.GetParticleEffect("HealthParticle");
 }