/// <summary> /// Used to create an instance of ParticleEmitterModel. Depending on the particle type it will create different particle systems /// </summary> /// <param name="emitVect"></param> /// <param name="rand"></param> /// <param name="particleType"></param> public ParticleEmitter(Particle.ParticleTypes particleType) { this.particleType = particleType; // This switch statement initializes different Particles, system life times and more // based on the particle type switch (particleType) { case Particle.ParticleTypes.Frag: Particles = new List <Particle>(50); systemLifeTime = 30.0f; break; case Particle.ParticleTypes.Smoke: Particles = new List <Particle>(50); systemLifeTime = SMOKE_GRENADE_LIFETIME; updateFreq = SMOKE_UPDATE_FREQ; break; case Particle.ParticleTypes.GunSmoke: Particles = new List <Particle>(); break; case Particle.ParticleTypes.Debris: Particles = new List <Particle>(); break; case Particle.ParticleTypes.Shell: Particles = new List <Particle>(); break; } }
/// <summary> /// Method runs when the player picks up a grenade /// </summary> /// <param name="grenadePickup"> Specifies which grenade is picked up </param> public void PickupNade(Particle.ParticleTypes grenadePickup) { NadeType = grenadePickup; }