public ParticleEmitter(ParticleEffect particleEffect, int particleCount) : base() { this.particleEffect = particleEffect; this.particleCount = particleCount; ComputeTextures(); }
public Projectile(Actor sender, string tracerEffectName, string explosionEffectName) { this.sender = sender; renderElement = new RenderElement(); renderElement.IndexBuffer = GFXPrimitives.SphereGeometry.Geometry.renderElement.IndexBuffer; renderElement.VertexBuffer = GFXPrimitives.SphereGeometry.Geometry.renderElement.VertexBuffer; renderElement.VertexCount = GFXPrimitives.SphereGeometry.Geometry.renderElement.VertexCount; renderElement.VertexDec = GFXPrimitives.SphereGeometry.Geometry.renderElement.VertexDec; renderElement.VertexStride = GFXPrimitives.SphereGeometry.Geometry.renderElement.VertexStride; renderElement.StartVertex = GFXPrimitives.SphereGeometry.Geometry.renderElement.StartVertex; renderElement.PrimitiveCount = GFXPrimitives.SphereGeometry.Geometry.renderElement.PrimitiveCount; projectileMaterial = ResourceManager.Inst.GetMaterial("GateMaterial"); //tracerEffect = ResourceManager.Inst.GetParticleEffect(tracerEffectName); explosionEffect = ResourceManager.Inst.GetParticleEffect(explosionEffectName); }
public Health(Random random) { randomHelper = random; tracerEffect = ResourceManager.Inst.GetParticleEffect("HealthParticle"); }