// custom code goes here, in derived class // called for each particle, every frame, by emitter, if enabled public abstract void Update(Particle2D particle, float elapsed);
// called for each particle, every frame, by emitter, if enabled public override void Update(Particle2D particle, float elapsed) { Vector2 v2 = particle.Movement; v2.Y += m_Gravity * elapsed; particle.Movement = v2; }