コード例 #1
0
 public Emitter(Texture2D texture, Vector2 position, float speed, float angle, ParticleDeathMode particleDeathMode, float valueToDeath, float startDistance,
                float startSize, float endSize, Color startColor, Color endColor, ParticleRandType particleRandType, float startSizeDeviation, float endSizeDeviation, float toDeathDeviation,
                float speedDeviation, float startColorDeviation, float endColorDeviation, float angleDeviation, int maxParticlesAtOnce, float particlesPerSecond, int maxParticlesToEmit,
                bool snapToEmitter, bool reversible)
 {
     this.texture  = texture;
     this.position = position;
     this.speed    = speed;
     //this.targetAngle = angle;
     this.angle               = angle;
     this.deathMode           = particleDeathMode;
     this.valueToDeath        = valueToDeath;
     this.startDistance       = startDistance;
     this.randType            = particleRandType;
     this.startSize           = startSize;
     this.endSize             = endSize;
     this.startColor          = startColor;
     this.endColor            = endColor;
     this.startSizeDeviation  = startSizeDeviation;
     this.endSizeDeviation    = endSizeDeviation;
     this.toDeathDeviation    = toDeathDeviation;
     this.speedDeviation      = speedDeviation;
     this.startColorDeviation = startColorDeviation;
     this.endColorDeviation   = endColorDeviation;
     this.angleDeviation      = angleDeviation;
     this.maxParticlesAtOnce  = maxParticlesAtOnce;
     this.particlesPerSecond  = particlesPerSecond;
     this.maxParticlesToEmit  = maxParticlesToEmit;
     this.snapToEmitter       = snapToEmitter;
     this.reversible          = reversible;
 }
コード例 #2
0
ファイル: LineEmitter.cs プロジェクト: foolmoron/Retroverse
 public LineEmitter(Texture2D texture, Vector2 positionA, Vector2 positionB, float speed, ParticleDeathMode particleDeathMode, float valueToDeath, float startDistance, 
     float startSize, float endSize, Color startColor, Color endColor, ParticleRandType particleRandType, float startSizeDeviation, float endSizeDeviation, 
     float toDeathDeviation, float speedDeviation, float startColorDeviation, float endColorDeviation, int maxParticlesAtOnce, 
     float particlesPerSecond, int maxParticlesToEmit, bool snapToEmitter, bool reversible)
     : base(texture, positionA, speed, 0, particleDeathMode, valueToDeath, startDistance, 
         startSize, endSize, startColor, endColor, particleRandType, startSizeDeviation, endSizeDeviation, 
         toDeathDeviation, speedDeviation, startColorDeviation, endColorDeviation, 0, maxParticlesAtOnce, 
         particlesPerSecond, maxParticlesToEmit, snapToEmitter, reversible)
 {
     this.positionB = positionB;
 }
コード例 #3
0
ファイル: LineEmitter.cs プロジェクト: foolmoron/Retroverse
 public LineEmitter(Texture2D texture, Vector2 positionA, Vector2 positionB, float speed, ParticleDeathMode particleDeathMode, float valueToDeath, float startDistance,
                    float startSize, float endSize, Color startColor, Color endColor, ParticleRandType particleRandType, float startSizeDeviation, float endSizeDeviation,
                    float toDeathDeviation, float speedDeviation, float startColorDeviation, float endColorDeviation, int maxParticlesAtOnce,
                    float particlesPerSecond, int maxParticlesToEmit, bool snapToEmitter, bool reversible)
     : base(texture, positionA, speed, 0, particleDeathMode, valueToDeath, startDistance,
            startSize, endSize, startColor, endColor, particleRandType, startSizeDeviation, endSizeDeviation,
            toDeathDeviation, speedDeviation, startColorDeviation, endColorDeviation, 0, maxParticlesAtOnce,
            particlesPerSecond, maxParticlesToEmit, snapToEmitter, reversible)
 {
     this.positionB = positionB;
 }
コード例 #4
0
ファイル: Emitter.cs プロジェクト: foolmoron/Retroverse
 public Emitter(Texture2D texture, Vector2 position, float speed, float angle, ParticleDeathMode particleDeathMode, float valueToDeath, float startDistance,
     float startSize, float endSize, Color startColor, Color endColor, ParticleRandType particleRandType, float startSizeDeviation, float endSizeDeviation, float toDeathDeviation,
     float speedDeviation, float startColorDeviation, float endColorDeviation, float angleDeviation, int maxParticlesAtOnce, float particlesPerSecond, int maxParticlesToEmit,
     bool snapToEmitter, bool reversible)
 {
     this.texture = texture;
     this.position = position;
     this.speed = speed;
     //this.targetAngle = angle;
     this.angle = angle;
     this.deathMode = particleDeathMode;
     this.valueToDeath = valueToDeath;
     this.startDistance = startDistance;
     this.randType = particleRandType;
     this.startSize = startSize;
     this.endSize = endSize;
     this.startColor = startColor;
     this.endColor = endColor;
     this.startSizeDeviation = startSizeDeviation;
     this.endSizeDeviation = endSizeDeviation;
     this.toDeathDeviation = toDeathDeviation;
     this.speedDeviation = speedDeviation;
     this.startColorDeviation = startColorDeviation;
     this.endColorDeviation = endColorDeviation;
     this.angleDeviation = angleDeviation;
     this.maxParticlesAtOnce = maxParticlesAtOnce;
     this.particlesPerSecond = particlesPerSecond;
     this.maxParticlesToEmit = maxParticlesToEmit;
     this.snapToEmitter = snapToEmitter;
     this.reversible = reversible;
 }