protected override void LoadContent(DrawState state, Microsoft.Xna.Framework.Content.ContentManager manager) { SpriteFont font = manager.Load <SpriteFont>("Arial"); this.stats.Font = font; this.text.Font = font; //load the particle systems this.fireParticleSystem.ParticleSystemData = manager.Load <ParticleSystemData>("Particles/Fire"); this.smokeParticleSystem.ParticleSystemData = manager.Load <ParticleSystemData>("Particles/Smoke"); this.burstParticleSystem.ParticleSystemData = manager.Load <ParticleSystemData>("Particles/Burst"); //set the trigger for the burst effect ParticleSystemTrigger trigger = this.burstParticleSystem.GetTriggerByName("burst"); for (int i = 0; i < this.burstSources.Length; i++) { this.burstSources[i].SetBurstTrigger(trigger); } //this will only have effect in DEBUG pc builds ParticleSystemHotLoader.Monitor(this.UpdateManager, this.smokeParticleSystem); ParticleSystemHotLoader.Monitor(this.UpdateManager, this.fireParticleSystem); ParticleSystemHotLoader.Monitor(this.UpdateManager, this.burstParticleSystem); }
protected override void LoadContent(DrawState state, Microsoft.Xna.Framework.Content.ContentManager manager) { //NEW CODE //load the particle system data this.particles.ParticleSystemData = manager.Load <ParticleSystemData>("Particles/Fireworks"); //This is a special feature for DEBUG PC builds (this method does nothing otherwise). //This enables runtime particle system hotloading. //Hotloading will reload the particle system if the source file changes, allowing //runtime tweaking and editing of the particle system. //NOTE: Reloading complex particle systems may be unreliable ParticleSystemHotLoader.Monitor(this.UpdateManager, this.particles); }
protected override void LoadContent(DrawState state, Microsoft.Xna.Framework.Content.ContentManager manager) { this.stats.Font = manager.Load <SpriteFont>("Arial"); this.particles.ParticleSystemData = manager.Load <ParticleSystemData>("Particles/Snow"); //NEW CODE //Mask rendering for the different particle drawers. //This allows the snow and fog particles to be drawn using different drawing methods this.fogDrawer.SetParticleTypeDrawMask("fog", true); this.fogDrawer.SetParticleTypeDrawMask("snow", false); this.snowDrawer.SetParticleTypeDrawMask("fog", false); this.snowDrawer.SetParticleTypeDrawMask("snow", true); //this will only have effect in DEBUG pc builds ParticleSystemHotLoader.Monitor(this.UpdateManager, this.particles); }