コード例 #1
0
        /// /////////////////////////////////////////////////////////
        /// Common
        /// /////////////////////////////////////////////////////////

        // Constructor
        public RayfireDebris()
        {
            onDemolition = false;
            onActivation = false;
            onImpact     = false;

            debrisReference  = null;
            debrisMaterial   = null;
            emissionMaterial = null;

            emission    = new RFParticleEmission();
            dynamic     = new RFParticleDynamicDebris();
            noise       = new RFParticleNoise();
            collision   = new RFParticleCollisionDebris();
            limitations = new RFParticleLimitations();
            rendering   = new RFParticleRendering();

            // Hidden
            debrisMeshList = new List <Mesh>();

            //pSystem = null;
            hostTm      = null;
            initialized = false;
            amountFinal = 0;
        }
コード例 #2
0
ファイル: RFParticles.cs プロジェクト: ekruhliu/gamepack-test
 // Copy from
 public void CopyFrom(RFParticleLimitations source)
 {
     minParticles    = source.minParticles;
     maxParticles    = source.maxParticles;
     percentage      = source.percentage;
     sizeThreshold   = source.sizeThreshold;
     demolitionDepth = source.demolitionDepth;
 }
コード例 #3
0
        // auto alpha fade
        // few dust textures with separate alphas

        /// /////////////////////////////////////////////////////////
        /// Common
        /// /////////////////////////////////////////////////////////

        // Constructor
        public RayfireDust()
        {
            onDemolition = true;
            onActivation = false;
            onImpact     = false;

            dustMaterial     = null;
            opacity          = 0.25f;
            emissionMaterial = null;

            emission    = new RFParticleEmission();
            dynamic     = new RFParticleDynamicDust();
            noise       = new RFParticleNoise();
            collision   = new RFParticleCollisionDust();
            limitations = new RFParticleLimitations();
            rendering   = new RFParticleRendering();

            // Hidden
            //pSystem = null;
            hostTm      = null;
            initialized = false;
            amountFinal = 5;
        }