예제 #1
0
 private void ComponentsCreatedHandler(object sender, EventArgs e)
 {
     mParticleSystem = Owner.GetComponent <ParticleSystemRenderComponent>(ActorComponent.ComponentType.Render);
     if (mParticleSystem == null)
     {
         throw new LevelManifestException("Expected ActorComponent missing.");
     }
 }
예제 #2
0
        private void ComponentsCreatedHandler(object sender, EventArgs e)
        {
            mParticleSystem = Owner.GetComponent<ParticleSystemRenderComponent>(ActorComponent.ComponentType.Render);
            if (mParticleSystem  == null)
                throw new LevelManifestException("Expected ActorComponent missing.");

            mTransform = Owner.GetComponent<TransformComponent>(ActorComponent.ComponentType.Transform);
            if (mTransform == null)
                throw new LevelManifestException("Expected ActorComponent missing.");
        }
예제 #3
0
 public Contrail(Actor owner)
     : base(owner)
 {
     mParticleSystem = null;
     mTargetActorId = Actor.INVALID_ACTOR_ID;
     OffsetFromTarget = Vector3.Zero;
     mPreviousPosition = Vector3.One * Single.MaxValue;
     ParticlesPerSecond = 60.0f;
     mTimeLeftOver = 0.0f;
 }
예제 #4
0
 public Contrail(Actor owner)
     : base(owner)
 {
     mParticleSystem    = null;
     mTargetActorId     = Actor.INVALID_ACTOR_ID;
     OffsetFromTarget   = Vector3.Zero;
     mPreviousPosition  = Vector3.One * Single.MaxValue;
     ParticlesPerSecond = 60.0f;
     mTimeLeftOver      = 0.0f;
 }
예제 #5
0
 public Sparks(Actor owner)
     : base(owner)
 {
     mParticleSystem = null;
 }
예제 #6
0
 public ExplosionFire(Actor owner)
     : base(owner)
 {
     mParticleSystem = null;
 }
예제 #7
0
 public ParticleSpray(Actor owner)
     : base(owner)
 {
     mParticleSystem = null;
     mTransform      = null;
 }
예제 #8
0
 public Sparks(Actor owner)
     : base(owner)
 {
     mParticleSystem = null;
 }
예제 #9
0
 public ParticleSpray(Actor owner)
     : base(owner)
 {
     mParticleSystem = null;
     mTransform = null;
 }
예제 #10
0
 public ExplosionFire(Actor owner)
     : base(owner)
 {
     mParticleSystem = null;
 }