protected override void InitializeSettings(ParticleSettings settings) { settings.TextureName = "fire"; settings.MaxParticles = 2400; settings.Duration = TimeSpan.FromSeconds(2); settings.DurationRandomness = 1; settings.MinHorizontalVelocity = 0; settings.MaxHorizontalVelocity = 15; settings.MinVerticalVelocity = -10; settings.MaxVerticalVelocity = 10; // Set gravity upside down, so the flames will 'fall' upward. settings.Gravity = new Vector3(0, 15, 0); settings.MinColor = new Color(255, 255, 255, 10); settings.MaxColor = new Color(255, 255, 255, 40); settings.MinStartSize = 5; settings.MaxStartSize = 10; settings.MinEndSize = 10; settings.MaxEndSize = 40; // Use additive blending. settings.SourceBlend = Blend.SourceAlpha; settings.DestinationBlend = Blend.One; }
protected override void InitializeSettings(ParticleSettings settings) { settings.TextureName = "Textures//Particles//smoke"; settings.MaxParticles = 100; settings.Duration = TimeSpan.FromSeconds(0.5f); settings.MinHorizontalVelocity = 0; settings.MaxHorizontalVelocity = 1f; settings.MinVerticalVelocity = 0.5f; settings.MaxVerticalVelocity = 1.1f; // Create a wind effect by tilting the gravity vector sideways. settings.Gravity = new Vector3(0, -0.5f, 0); settings.EndVelocity = 0.2f; //settings.MinRotateSpeed = -1; //settings.MaxRotateSpeed = 1; settings.MinStartSize = 5f; settings.MaxStartSize = 10f; settings.MinEndSize = 50f; settings.MaxEndSize = 200f; }
/// <summary> /// Derived particle system classes should override this method /// and use it to initalize their tweakable settings. /// </summary> protected abstract void InitializeSettings(ParticleSettings settings);