protected override void InitializeSettings(ParticleSettings settings) { settings.TextureName = "Textures\\Particles\\sand"; settings.MaxParticles = 300; settings.Duration = TimeSpan.FromSeconds(2); settings.DurationRandomness = 1; settings.MinHorizontalVelocity = -1; settings.MaxHorizontalVelocity = 1f; settings.MinRotateSpeed = -5f; settings.MaxRotateSpeed = 5f; settings.Gravity = new Vector3(0, 5f, 0); settings.MinColor = new Color(255, 255, 255, 255); settings.MaxColor = new Color(255, 255, 255, 255); settings.MinStartSize = 1; settings.MaxStartSize = 1; settings.MinEndSize = 1; settings.MaxEndSize = 1; settings.BlendState = BlendState.AlphaBlend; }
protected override void InitializeSettings(ParticleSettings settings) { particleKey = "fireparticle"; settings.MaxParticles = 800; settings.Duration = TimeSpan.FromSeconds(2); settings.DurationRandomness = 1; settings.MinHorizontalVelocity = -1; settings.MaxHorizontalVelocity = 1f; settings.MinVerticalVelocity = -1; settings.MaxVerticalVelocity = 2; settings.MinRotateSpeed = 2f; settings.MaxRotateSpeed = -1f; // Set gravity upside down, so the flames will 'fall' upward. settings.Gravity = new Vector3(0, 1.5f, 0); settings.MinColor = new Color(255, 255, 255, 255); settings.MaxColor = new Color(255, 0, 0, 255); settings.MinStartSize = 1; settings.MaxStartSize = 2; settings.MinEndSize = 1; settings.MaxEndSize = 4; // Use additive blending. settings.BlendState = BlendState.Additive; }
protected override void InitializeSettings(ParticleSettings settings) { particleKey = "spreadparticle"; settings.MaxParticles = 300; settings.Duration = TimeSpan.FromSeconds(1); settings.DurationRandomness = 1; settings.MinHorizontalVelocity = 0; settings.MaxHorizontalVelocity = 1.5f; settings.MinVerticalVelocity = 0; settings.MaxVerticalVelocity = 2f; settings.MinRotateSpeed = 2f; settings.MaxRotateSpeed = -1f; // Set gravity upside down, so the flames will 'fall' upward. settings.Gravity = new Vector3(0, 1f, 0); settings.MinColor = new Color(255, 255, 255, 155); settings.MaxColor = new Color(255, 0, 0, 155); settings.MinStartSize = 1; settings.MaxStartSize = 2; settings.MinEndSize = 1; settings.MaxEndSize = 4; // Use additive blending. settings.BlendState = BlendState.Additive; }
protected override void InitializeSettings(ParticleSettings settings) { particleKey = "sparkparticle"; settings.MaxParticles = 200; settings.Duration = TimeSpan.FromSeconds(2); settings.DurationRandomness = 1; settings.MinHorizontalVelocity = -1; settings.MaxHorizontalVelocity = 1; settings.MinVerticalVelocity = 1; settings.MaxVerticalVelocity = 3; settings.MinRotateSpeed = 1; settings.MaxRotateSpeed = 5; // Set gravity upside down, so the flames will 'fall' upward. //settings.Gravity = new Vector3(1f, 1f, 1f); settings.MinColor = new Color(100, 100, 100, 255); settings.MaxColor = new Color(150, 150, 150, 100); settings.MinStartSize = 1; settings.MaxStartSize = 2; settings.MinEndSize = 3; settings.MaxEndSize = 4; // Use additive blending. settings.BlendState = BlendState.AlphaBlend; }
protected override void InitializeSettings(ParticleSettings settings) { particleKey = "meteorparticle"; settings.MaxParticles = 300; settings.Duration = TimeSpan.FromSeconds(2); settings.DurationRandomness = 1; // Set gravity upside down, so the flames will 'fall' upward. settings.Gravity = new Vector3(0, 5f, 0); settings.MinColor = new Color(255, 55, 255, 255); settings.MaxColor = new Color(255, 255, 255, 255); settings.MinStartSize = 1; settings.MaxStartSize = 1; settings.MinEndSize = 1; settings.MaxEndSize = 1; // Use additive blending. settings.BlendState = BlendState.Additive; }
protected override void InitializeSettings(ParticleSettings settings) { settings.TextureName = "Textures\\Particles\\smoke"; settings.MaxParticles = 600; settings.Duration = TimeSpan.FromSeconds(10); settings.MinHorizontalVelocity = 0; settings.MaxHorizontalVelocity = 5; settings.MinVerticalVelocity = 5; settings.MaxVerticalVelocity = 10; // Create a wind effect by tilting the gravity vector sideways. settings.Gravity = new Vector3(-20, -5, 0); settings.EndVelocity = 0.75f; settings.MinRotateSpeed = -1; settings.MaxRotateSpeed = 1; settings.MinStartSize = 4; settings.MaxStartSize = 7; settings.MinEndSize = 35; settings.MaxEndSize = 140; }
/// <summary> /// Derived particle system classes should override this method /// and use it to initalize their tweakable settings. /// </summary> protected abstract void InitializeSettings(ParticleSettings settings);