protected virtual void updateParticleProperty(ParticleUnit unit) { unit.Accelerate = Vector2.Zero; foreach (ForceField ff in fields) { unit.Accelerate.X += ff.GetForceX(unit.Position); unit.Accelerate.Y += ff.GetForctY(unit.Position); } unit.Velocity += unit.Accelerate; unit.Position += unit.Velocity; }
protected virtual void newParticlePropertySet(ParticleUnit unit) { units[particlePointer].Active = true; units[particlePointer].CurrentLife = addParticleLife; }