/// <summary> /// Initialize the particle system. /// </summary> /// <param name="content">The content manager that owns the texture.</param> public virtual void Initialize(ContentManager content) { // calculate the release rate releaseRate = 1.0f / (float)particlesPerSecond; // create the cache particles = new ParticleCache(particleCount); // load the texture try { texture = content.Load <Texture2D>(textureName); } catch (ContentLoadException) { texture = content.Load <Texture2D>("Textures/Particles/defaultParticle"); } // calculate the origin on the texture textureOrigin = new Vector2(texture.Width / 2f, texture.Height / 2f); // allow us to start updating and drawing active = true; }
/// <summary> /// Initialize the particle system. /// </summary> /// <param name="content">The content manager that owns the texture.</param> public virtual void Initialize(ContentManager content) { // calculate the release rate releaseRate = 1.0f / (float)particlesPerSecond; // create the cache particles = new ParticleCache(particleCount); // load the texture try { texture = content.Load<Texture2D>(textureName); } catch (ContentLoadException) { texture = content.Load<Texture2D>("Textures/Particles/defaultParticle"); } // calculate the origin on the texture textureOrigin = new Vector2(texture.Width / 2f, texture.Height / 2f); // allow us to start updating and drawing active = true; }