/* Hard coded emitter temples to use... get the particle emitter using this function instead of building your own.*/ public static LineEmitter getPrebuiltEmitter(PrebuiltLineEmitter prebuiltEmitter) #region Prebuilt Emitter Declarations { LineEmitter e = null; switch (prebuiltEmitter) { case PrebuiltLineEmitter.FlamethrowerFire: e = new LineEmitter(TextureManager.Get("circle"), Vector2.Zero, Vector2.Zero, 100f, ParticleDeathMode.Distance, 14f, 0, 0.2f, 0.7f, new Color(255, 0, 0, 255), new Color(255, 100, 0, 0), ParticleRandType.Uniform, 0.1f, 0.3f, 0f, 0f, 0.25f, 0.50f, 1000, 1000, -1, false, true ); break; case PrebuiltLineEmitter.RiotGuardWallDrillSparks: e = new LineEmitter(TextureManager.Get("circle"), Vector2.Zero, Vector2.Zero, 100, ParticleDeathMode.Seconds, 0.5f, 0, 0.5f, -1, new Color(62, 62, 62, 255), new Color(62, 62, 62, 128), ParticleRandType.Uniform, 0.2f, 0.2f, 0, 50, 0, 0, 1000, 500, -1, false, true ); break; case PrebuiltLineEmitter.FireChainsFire: e = new LineEmitter(TextureManager.Get("circle"), Vector2.Zero, Vector2.Zero, 30, ParticleDeathMode.Distance, 12, 0, 0.3f, 0.1f, new Color(255, 0, 0, 255), new Color(255, 160, 0, 50), ParticleRandType.Uniform, 0.1f, 0.05f, 3f, 15f, 0.25f, 0, 1000, 300, -1, false, true ); break; } return(e); }
/* Hard coded emitter temples to use... get the particle emitter using this function instead of building your own.*/ public static LineEmitter getPrebuiltEmitter(PrebuiltLineEmitter prebuiltEmitter) #region Prebuilt Emitter Declarations { LineEmitter e = null; switch (prebuiltEmitter) { case PrebuiltLineEmitter.FlamethrowerFire: e = new LineEmitter(TextureManager.Get("circle"), Vector2.Zero, Vector2.Zero, 100f, ParticleDeathMode.Distance, 14f, 0, 0.2f, 0.7f, new Color(255, 0, 0, 255), new Color(255, 100, 0, 0), ParticleRandType.Uniform, 0.1f, 0.3f, 0f, 0f, 0.25f, 0.50f, 1000, 1000, -1, false, true ); break; case PrebuiltLineEmitter.RiotGuardWallDrillSparks: e = new LineEmitter(TextureManager.Get("circle"), Vector2.Zero, Vector2.Zero, 100, ParticleDeathMode.Seconds, 0.5f, 0, 0.5f, -1, new Color(62, 62, 62, 255), new Color(62, 62, 62, 128), ParticleRandType.Uniform, 0.2f, 0.2f, 0, 50, 0, 0, 1000, 500, -1, false, true ); break; case PrebuiltLineEmitter.FireChainsFire: e = new LineEmitter(TextureManager.Get("circle"), Vector2.Zero, Vector2.Zero, 30, ParticleDeathMode.Distance, 12, 0, 0.3f, 0.1f, new Color(255, 0, 0, 255), new Color(255, 160, 0, 50), ParticleRandType.Uniform, 0.1f, 0.05f, 3f, 15f, 0.25f, 0, 1000, 300, -1, false, true ); break; } return e; }