protected override void AfterInitialize() { mcSmokeParticleSystem = new SmokeRingSpriteParticleSystem(this.Game); // Initialize the Smoke Particle System mcSmokeParticleSystem.AutoInitialize(this.GraphicsDevice, this.ContentManager, null); mcSmokeParticleSystem.DrawOrder = 100; }
protected override void AfterInitialize() { mcSmokeParticleSystem = new SmokeRingSpriteParticleSystem(this.Game); // Determine which Sprite Batch object to pass into the Smoke Particle System. // If a custom one was provided to the Fire Particle System, we want to use it, otherwise we want // the Smoke Particle System to use its own Sprite Batch, so we just pass in null. SpriteBatch spriteBatch = this.UsingExternalSpriteBatchToDrawParticles ? this.SpriteBatch : null; // Initialize the Smoke Particle System mcSmokeParticleSystem.AutoInitialize(this.GraphicsDevice, this.ContentManager, spriteBatch); mcSmokeParticleSystem.DrawOrder = 100; }