private void InitParticles(ECSEngine engine) { SystemManager.Instance.RegisterSystem("Game", new ParticleRenderSystem(engine.GetGraphicsDevice())); SystemManager.Instance.RegisterSystem("Game", new ParticleUpdateSystem()); Entity SmokehParticle = EntityFactory.Instance.NewEntityWithTag("smokeh"); SmokeParticleComponent pComp = new SmokeParticleComponent(); ComponentManager.Instance.AddComponentToEntity(SmokehParticle, pComp); ParticleRenderSystem.LoadParticleEffect(engine.GetGraphicsDevice(), engine.LoadContent <Effect>("Effects/ParticleEffect"), engine.LoadContent <Texture2D>("smoke"), ref pComp); ParticleRenderSystem.setParticleOffsetPosition(ref pComp, new Vector3(0, 0, 10f)); SceneManager.Instance.AddEntityToSceneOnLayer("Game", 2, SmokehParticle); }
/// <summary> /// Updates the emitter, creating the appropriate number of particles /// in the appropriate positions. /// </summary> public void Update(GameTime gameTime, Vector3 newPosition) { if (gameTime == null) { throw new ArgumentNullException("gameTime"); } // Work out how much time has passed since the previous update. float elapsedTime = (float)gameTime.ElapsedGameTime.TotalSeconds; if (elapsedTime > 0) { // Work out how fast we are moving. Vector3 velocity = (newPosition - previousPosition) / elapsedTime; // If we had any time left over that we didn't use during the // previous update, add that to the current elapsed time. float timeToSpend = timeLeftOver + elapsedTime; // Counter for looping over the time interval. float currentTime = -timeLeftOver; // Create particles as long as we have a big enough time interval. while (timeToSpend > timeBetweenParticles) { currentTime += timeBetweenParticles; timeToSpend -= timeBetweenParticles; // Work out the optimal position for this particle. This will produce // evenly spaced particles regardless of the object speed, particle // creation frequency, or game update rate. float mu = currentTime / elapsedTime; Vector3 position = Vector3.Lerp(previousPosition, newPosition, mu); // Create the particle. ParticleRenderSystem.AddParticle(particleComp, position, velocity); } // Store any time we didn't use, so it can be part of the next update. timeLeftOver = timeToSpend; } previousPosition = newPosition; }