internal void Execute(FXListContext context) { foreach (var nugget in _nuggets) { nugget.Execute(context); } }
internal override void Execute(FXListContext context) { var particleSystem = AddDisposable( new ParticleSystem( _data.Template.Value, context.AssetLoadContext, () => ref context.WorldMatrix)); context.GameObject.TempParticleSystems.Add( new AttachedParticleSystem( particleSystem, x => { context.GameObject.TempParticleSystems.Remove(x); RemoveToDispose(particleSystem); particleSystem.Dispose(); })); }
internal override void Execute(FXListContext context) { // TODO }
internal abstract void Execute(FXListContext context);