public Texture2D GetTextureForEffect(GroundFX.EffectTypes type) { switch (type) { case GroundFX.EffectTypes.SPOT: return(m_RadialGraphic); default: return(m_RadialGraphic); } }
public void BlitEffectAtPosition(GroundFX.EffectTypes type, Vector2 pos, float blobScale, bool fade) { foreach (var ctrl in m_GroundShaders) { //blit switch (type) { case GroundFX.EffectTypes.SPOT: ctrl.BlitAtPosition(m_RadialGraphic, pos, blobScale, fade); break; case GroundFX.EffectTypes.GROWING_RING: ctrl.BlitAtPosition(m_RíngGraphic, pos, blobScale, fade); break; default: ctrl.BlitAtPosition(m_RadialGraphic, pos, blobScale, fade); break; } } }