public void addParticle(Vector2 smokeSecPerSpawn, Vector2 smokeSpawnDirection, Vector2 smokeSpawnNoiseAngle, Vector2 smokeStartLife, Vector2 smokeStartScale, Vector2 smokeEndScale, Color smokeStartColor1, Color smokeStartColor2, Color smokeEndColor1, Color smokeEndColor2, Vector2 smokeStartSpeed, Vector2 smokeEndSpeed, int maxSmokeParticle, Vector2 smokeRelPosition, Texture2D smokeParticleSprite) { SmokeSystem smokeSystem = new SmokeSystem(smokeSecPerSpawn, smokeSpawnDirection, smokeSpawnNoiseAngle, smokeStartLife, smokeStartScale, smokeEndScale, smokeStartColor1, smokeStartColor2, smokeEndColor1, smokeEndColor2, smokeStartSpeed, smokeEndSpeed, maxSmokeParticle, smokeRelPosition, smokeParticleSprite, this.random, this); smokeList.Add(smokeSystem); }
public SmokeParticle(Vector2 Position, Vector2 StartDirection, Vector2 EndDirection, float StartingLife, float ScaleBegin, float ScaleEnd, Color StartColor, Color EndColor, SmokeSystem SmokeSystem) { this.smokePosition = Position; this.smokeStartDirection = StartDirection; this.smokeEndDirection = EndDirection; this.smokeStartingLife = StartingLife; this.smokeLifeLeft = StartingLife; this.smokeScaleBegin = ScaleBegin; this.smokeScaleEnd = ScaleEnd; this.smokeStartColor = StartColor; this.smokeEndColor = EndColor; this.smokeSystem = SmokeSystem; }