void MakeExhaustNode() { var emitter = (ExhaustNode)NSKeyedUnarchiver.UnarchiveFile(NSBundle.MainBundle.PathForResource("exhaust", "sks")); // Hard coded position at the back of the ship. emitter.Position = new CGPoint(0, -40); emitter.Name = "exhaust"; // Make the scene the target node because the ship is moving around in the scene. Exhaust particles // should be spawned based on the ship, but should otherwise exist independently of the ship. emitter.TargetNode = Scene; // The exhaust node is always emitting particles, but the alpha of the particles is adjusted depending on whether // the engines are engaged or not. This adds a subtle effect when the ship is idling. engineEngagedAlpha = emitter.ParticleAlpha; emitter.ParticleAlpha = engineIdleAlpha; AddChild(emitter); exhaustNode = emitter; }
void MakeExhaustNode() { var emitter = (ExhaustNode)NSKeyedUnarchiver.UnarchiveFile (NSBundle.MainBundle.PathForResource ("exhaust", "sks")); // Hard coded position at the back of the ship. emitter.Position = new CGPoint(0, -40); emitter.Name = "exhaust"; // Make the scene the target node because the ship is moving around in the scene. Exhaust particles // should be spawned based on the ship, but should otherwise exist independently of the ship. emitter.TargetNode = Scene; // The exhaust node is always emitting particles, but the alpha of the particles is adjusted depending on whether // the engines are engaged or not. This adds a subtle effect when the ship is idling. engineEngagedAlpha = emitter.ParticleAlpha; emitter.ParticleAlpha = engineIdleAlpha; AddChild (emitter); exhaustNode = emitter; }