private void CustomInitialize() { lifeSecondsRemaining = EffectDurationSeconds; SinkSprite.Visible = true; smokeMed = EasyEmitter.BuildExplosion(GlobalContent.EffectChains["ExplosionSmokeMed"], EmitterPower.Medium, 20f); smokeMed.AttachTo(this, false); smokeMed.RelativeZ = 10f; smokeSmall = EasyEmitter.BuildExplosion(GlobalContent.EffectChains["WoodParticle"], EmitterPower.Large, 2f, 360f, -4f, 8f); smokeSmall.AttachTo(this, false); smokeSmall.RelativeZ = 20f; ripples = EasyEmitter.BuildContrail(GlobalContent.EffectChains["Ripple"], EmitterPower.Tiny, 0f, 4f, 6f); ripples.AttachTo(this, false); ripples.RelativeZ = -2f; ripples.RelativeX = -4f; // override some core emitter settings for ripples ripples.TimedEmission = true; ripples.EmissionSettings.Alpha = 0.5f; ripples.EmissionSettings.RotationZVelocity = 0; ripples.EmissionSettings.RotationZVelocityRange = 0; ripples.EmissionSettings.ScaleY = 12f; ripples.SecondFrequency = 1f; }
private void CustomInitialize() { lifeSecondsRemaining = EffectDurationSeconds; waterShotMissWakeEmitter = EasyEmitter.BuildExplosion(GlobalContent.EffectChains[WaterMissWakeChainName], EmitterPower.Tiny, 6f, 7f, 3f, 16f); waterShotMissWakeEmitter.AttachTo(this, false); // override some core emitter settings for spray waterShotMissWakeEmitter.NumberPerEmission = 10; waterShotMissWakeEmitter.EmissionSettings.Alpha = 0.25f; waterShotMissWakeEmitter.EmissionSettings.RotationZVelocity = 0; waterShotMissWakeEmitter.EmissionSettings.RotationZVelocityRange = 0; waterShotMissSprayEmitter = EasyEmitter.BuildExplosion(GlobalContent.EffectChains[WaterMissSprayChainName], EmitterPower.Tiny, 6f, 7f, 3f, 16f); waterShotMissSprayEmitter.AttachTo(this, false); // override some core emitter settings for ripples waterShotMissSprayEmitter.NumberPerEmission = 1; waterShotMissSprayEmitter.EmissionSettings.Alpha = 0.25f; waterShotMissSprayEmitter.EmissionSettings.RotationZVelocity = 0; waterShotMissSprayEmitter.EmissionSettings.RotationZVelocityRange = 0; groundShotMissEmitter = EasyEmitter.BuildExplosion(GlobalContent.EffectChains[GroundMissChainName], EmitterPower.Tiny, 6f, 7f, 3f, 16f); groundShotMissEmitter.AttachTo(this, false); // override some core emitter settings for "poof" groundShotMissEmitter.NumberPerEmission = 10; groundShotMissEmitter.EmissionSettings.Alpha = 0.3f; groundShotMissEmitter.EmissionSettings.RotationZVelocity = 0; groundShotMissEmitter.EmissionSettings.RotationZVelocityRange = 0; }