public ScaleUp(string texPath, Vector2 origin, float layerDepth, Vector2 pos, RadiusFunc radiusFunc, SingleFunc rotaFunc, float duration) { this.tex = BaseGame.ContentMgr.Load <Texture2D>(texPath); this.origin = origin; this.pos = pos; this.radiusFunc = radiusFunc; this.rotaFunc = rotaFunc; this.duration = duration; this.layerDepth = layerDepth; EffectsMgr.AddManagedEffect(this); }
public ScaleUp ( string texPath, Vector2 origin, float layerDepth, Vector2 pos, RadiusFunc radiusFunc, SingleFunc rotaFunc, float duration ) { this.tex = BaseGame.ContentMgr.Load<Texture2D>( texPath ); this.origin = origin; this.pos = pos; this.radiusFunc = radiusFunc; this.rotaFunc = rotaFunc; this.duration = duration; this.layerDepth = layerDepth; EffectsMgr.AddManagedEffect( this ); }
public Particle(float duration, Vector2 basePos, float layerDepth, PosFunc posFunc, DirFunc dirFunc, RadiusFunc radiusFunc, Texture2D orignTex, Vector2 texOrign, Nullable <Rectangle> sourceRect, ColorSetTimeFunc colorFunc) { this.duration = duration; this.basePos = basePos; this.layerDepth = layerDepth; this.posFunc = posFunc; this.dirFunc = dirFunc; this.radiusFunc = radiusFunc; this.colorFunc = colorFunc; this.tex = orignTex; this.texOrign = texOrign; this.sourceRect = sourceRect; }
public Particle( float duration, Vector2 basePos, float layerDepth, PosFunc posFunc, DirFunc dirFunc, RadiusFunc radiusFunc, Texture2D orignTex, Vector2 texOrign, Nullable<Rectangle> sourceRect, ColorSetTimeFunc colorFunc ) { this.duration = duration; this.basePos = basePos; this.layerDepth = layerDepth; this.posFunc = posFunc; this.dirFunc = dirFunc; this.radiusFunc = radiusFunc; this.colorFunc = colorFunc; this.tex = orignTex; this.texOrign = texOrign; this.sourceRect = sourceRect; }