public override void execute(List <object> actuator, List <object> target) { controller.Possess(character); scene.Characters.Add(character); scene.GetActors().Add(character); scene.AddAiController(controller); Vector3 position = character.GetCenterPosition(); Vector3 size = character.GetSize(); //Show grass particle effects when the character appears FoliageCutParticleEffectFactory foliageCutFactory = new FoliageCutParticleEffectFactory(new Vector2(position.X, position.Y + 20), (int)size.Length(), 600, new Vector2(0.8f, 1.3f), new Vector2(-0.5f, -1.5f) /*Vector2.Zero*/, 1f, 0f, Color.ForestGreen, Color.Brown, 400, rotVel: 0.75f); ParticleEffectManager foliageCutEffectManager = new ParticleEffectManager(ParticleConfig.FOLIAGE_CUT_TEXTURE, foliageCutFactory, 30, 200, false, BlendState.NonPremultiplied, effectDuration: 600); scene.ParticleEffects.Add(foliageCutEffectManager); }