/// <summary> /// Reset and play the particle. /// </summary> public void Reset() { this.Enabled = true; this.Visible = true; TimeSequence.Enabled = true; TimeSequence.Visible = true; TimeSequence.Reset(); }
/// <summary> /// stops and disables particle. /// </summary> public void Stop() { this.Enabled = false; this.Visible = false; TimeSequence.Enabled = false; TimeSequence.Visible = false; TimeSequence.Stop(); }
/// <summary> /// Creates using particle information. /// </summary> /// <param name="info">the particle information</param> /// <param name="resourcePath">the particle file</param> public void Create(ref ParticleSequenceInfo info, string resourcePath) { this.sequenceInfo = info; this.resourcePath = resourcePath; // Add TimeSequence to child timeSequence = new TimeSequence(); AddChild(timeSequence); for (int i = 0; i < info.TimeSequencesInfo.Count; i++) { TimeSequenceInfo timeSequenceInfo = info.TimeSequencesInfo[i]; // Create a TimeSequenceData using TimeSequenceInfo TimeSequenceData timeSequenceData = new TimeSequenceData(timeSequenceInfo); // Create a particle using ParticleInfo and TextureSequence // in the TimeSequenceInfo Particle particle = new Particle(resourcePath, timeSequenceInfo.ParticleInfo, timeSequenceInfo.TextureSequence); // Set owner particle to the TimeSequenceData timeSequenceData.Owner = particle; // Add the particle to the TimeSequence's child timeSequence.AddChild(particle); // Add TimeSequenceData to the TimeSequence timeSequence.AddSequence(timeSequenceData); } Name = info.Name; // Particle off Stop(); }