public PathCPUParticleEmitter(GameScreen scrn, Vector2 pos, VectorPath path, ParticleEmitterConfig cfg) : base(scrn, cfg)
		{
			vectorPath = path;
			vectorPathCenter = path.Boundings.Center;

			Position = pos;
		}
		public AnimatedPathCPUParticleEmitter(GameScreen scrn, Vector2 pos, VectorPath path, ParticleEmitterConfig cfg, float delay, float length) : base(scrn, cfg)
		{
			vectorPath = path;
			vectorPathCenter = path.Boundings.Center;

			Position = pos;

			animationLength = length;
			animationInitialDelay = delay;
		}
		public AnimatedPathGPUParticleEmitter(GameScreen scrn, Vector2 pos, VectorPath path, ParticleEmitterConfig cfg, float delay, float length) : base(scrn, pos, path, cfg)
		{
			animationLength = length;
			animationInitialDelay = delay;
		}
예제 #4
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		public abstract void DrawPath(Vector2 posVector2, VectorPath path, int segments, Color color, float thickness = 1);
		public override void DrawPath(Vector2 pos, VectorPath path, int segments, Color color, float thickness = 1)
		{
			foreach (var segment in path.Segments)
			{
				if (segment is LineSegment)
				{
					DrawPathSegment(pos, segment, 1, color, thickness);
				}
				else
				{
					DrawPathSegment(pos, segment, segments, color, thickness);
				}
			}
		}