protected override void InitializeSettings(ParticleSettings settings) { settings.TextureName = "Textures/smoke"; settings.MaxParticles = 600; settings.Duration = TimeSpan.FromSeconds(10); settings.MinHorizontalVelocity = 0; settings.MaxHorizontalVelocity = 0.15f; settings.MinVerticalVelocity = 0.1f; settings.MaxVerticalVelocity = 0.2f; // Create a wind effect by tilting the gravity vector sideways. settings.Gravity = new Vector3(-0.2f, -0.05f, 0); settings.EndVelocity = 0.75f; settings.MinRotateSpeed = -1; settings.MaxRotateSpeed = 1; settings.MinStartSize = 0.05f; settings.MaxStartSize = 0.01f; settings.MinEndSize = 0.5f; settings.MaxEndSize = 1; }
protected override void InitializeSettings(ParticleSettings settings) { settings.TextureName = "Textures/fire"; settings.MaxParticles = 2400; settings.Duration = TimeSpan.FromSeconds(0.2f); settings.DurationRandomness = 1; settings.MinHorizontalVelocity = 0; settings.MaxHorizontalVelocity = 0.002f; settings.MinVerticalVelocity = -0.001f; settings.MaxVerticalVelocity = 0.001f; // Set gravity upside down, so the flames will 'fall' upward. settings.Gravity = new Vector3(0, -0.0015f, 0); settings.MinColor = new Color(255, 255, 255, 10); settings.MaxColor = new Color(255, 255, 255, 40); settings.MinStartSize = 0.5f ; settings.MaxStartSize = 1f; settings.MinEndSize = 1f; settings.MaxEndSize = 4f; // Use additive blending. settings.SourceBlend = Blend.SourceAlpha; settings.DestinationBlend = Blend.One; }
/// <summary> /// Derived particle system classes should override this method /// and use it to initalize their tweakable settings. /// </summary> protected abstract void InitializeSettings(ParticleSettings settings);