/// <summary> /// Derived particle system classes should override this method /// and use it to initalize their tweakable settings. /// </summary> public void InitializeSettings(PointParticleSettings Settings) { settings = Settings; particles = new PointParticleVertex[settings.MaxParticles]; //Initialize(); }
public void SetPointSettings(int Texture, int NumParticles, int DurationSeconds, float MinHorizontalVelocity, float MaxHorizontalVelocity, float MinVerticalVelocity, float MaxVerticalVelocity, R3DVECTOR Gravity, float EndVelocity, float MinRotateSpeed, float MaxRotateSpeed, float MinStartSize, float MaxStartSize, float MinEndSize, float MaxEndSize) { settings = new PointParticleSettings(); settings.TextureID = Texture; settings.MaxParticles = NumParticles; settings.Duration = TimeSpan.FromSeconds(DurationSeconds); settings.MinHorizontalVelocity = MinHorizontalVelocity; settings.MaxHorizontalVelocity = MaxHorizontalVelocity; settings.MinVerticalVelocity = MinVerticalVelocity; settings.MaxVerticalVelocity = MaxVerticalVelocity; // Create a wind effect by tilting the gravity vector sideways. settings.Gravity = Gravity.vector; settings.EndVelocity = EndVelocity; settings.MinRotateSpeed = MinRotateSpeed; settings.MaxRotateSpeed = MaxRotateSpeed; settings.MinStartSize = MinStartSize; settings.MaxStartSize = MaxStartSize; settings.MinEndSize = MinEndSize; settings.MaxEndSize = MaxEndSize; _psystem.InitializeSettings(settings); }