private Vector3 this[int i] { get { switch (i) { case 0: return(Vector1); case 1: return(Vector2); case 2: return(Vector3); case 3: return(Vector4); default: return(Vector3.Zero); } } set { ActiveParticleSystem.ArrayParticles[Index * 4 + i].Position = value; ActiveParticleSystem.MoveParticle(Index, Vector3.Zero); } }
public override void Draw(CustomSpriteBatch g, Matrix View) { Matrix World = Matrix.CreateTranslation(0f, 0f, 0f); VehiculeDrawablePart.ArrayParticles[0].Position = Position; VehiculeDrawablePart.ArrayParticles[0 + 1].Position = Position; VehiculeDrawablePart.ArrayParticles[0 + 2].Position = Position; VehiculeDrawablePart.ArrayParticles[0 + 3].Position = Position; VehiculeDrawablePart.MoveParticle(0, Vector3.Zero); VehiculeDrawablePart.SetViewProjection(World * View, Projection); VehiculeDrawablePart.Draw(g.GraphicsDevice); foreach (Object3D AntiGravPropulsor in ArrayAntiGravPropulsor) { AntiGravPropulsor.Draw(g, View); } }