/*----------------------------------------------------------------------------------------- * * Stage creation functions : * * -----------------------------------------------------------------------------------------*/ /// <summary> /// /// </summary> /// <param name="spriteName"></param> /// <param name="delay"></param> /// <param name="period"></param> /// <param name="sleep"></param> /// <param name="count"></param> /// <param name="emit"></param> public void AddParticleStage(FXParticleStage stageDesc, FXEvent fxEvent, bool looped) { if (!stageDesc.Enabled) { return; } if (stageDesc.Count == 0) { return; } var stage = new ParticleStage(this, stageDesc, fxEvent, looped); stages.Add(stage); }
/*----------------------------------------------------------------------------------------- * * Stage creation functions : * -----------------------------------------------------------------------------------------*/ /// <summary> /// /// </summary> /// <param name="spriteName"></param> /// <param name="delay"></param> /// <param name="period"></param> /// <param name="sleep"></param> /// <param name="count"></param> /// <param name="emit"></param> protected void AddParticleStage( string spriteName, float delay, float period, float sleep, int count, bool looped, EmitFunction emit ) { if (count==0) { return; } var spriteIndex = sfxSystem.GetSpriteIndex( spriteName ); var stage = new ParticleStage( this, spriteIndex, delay, period, sleep, count, looped, emit ); stages.Add( stage ); }