protected override void InitializeSettings(ParticleSettings settings) { settings.TextureName = "ParticleTexture/EnemyDeadParticle"; settings.MaxParticles = 3000; settings.Duration = TimeSpan.FromSeconds(0.1); settings.DurationRandomness = 1; settings.MinHorizontalVelocity = 0; settings.MaxHorizontalVelocity = 10; 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 = 10; settings.MaxStartSize = 20; settings.MinEndSize = 25; settings.MaxEndSize = 40; // Use additive blending. settings.BlendState = BlendState.Additive; }
/// <summary> /// Derived particle system classes should override this method /// and use it to initalize their tweakable settings. /// </summary> protected abstract void InitializeSettings(ParticleSettings settings);