public void Save(string fileName)
        {
#if FRB_MDX
            CoordinateSystem = FlatRedBall.Math.CoordinateSystem.LeftHanded;
#else
            CoordinateSystem = FlatRedBall.Math.CoordinateSystem.RightHanded;
#endif
            MakeAssetsRelative(fileName);

            FileManager.XmlSerialize(this, fileName);
        }
        public EmitterSaveList()
        {
            emitters = new List <EmitterSave>();

#if FRB_MDX
            this.CoordinateSystem = FlatRedBall.Math.CoordinateSystem.RightHanded;
#else
            // This is so that the default is LeftHanded when loading from .emix.
            // If this property is present in the XML this will get overwritten.
            // If the user is instantiating a EmitterSave to save an .emix from
            // FlatRedBall XNA, the Save method will overwrite this so that the coordinate
            // system is RightHanded.
            this.CoordinateSystem = FlatRedBall.Math.CoordinateSystem.LeftHanded;
#endif
        }
示例#3
0
        public EmitterSaveList() 
        { 
            emitters = new List<EmitterSave>();

#if FRB_MDX
            this.CoordinateSystem = FlatRedBall.Math.CoordinateSystem.RightHanded;

#else
            // This is so that the default is LeftHanded when loading from .emix.
            // If this property is present in the XML this will get overwritten.
            // If the user is instantiating a EmitterSave to save an .emix from
            // FlatRedBall XNA, the Save method will overwrite this so that the coordinate
            // system is RightHanded.
            this.CoordinateSystem = FlatRedBall.Math.CoordinateSystem.LeftHanded;
#endif
        }
示例#4
0
        public void Save(string fileName)
        {
#if FRB_MDX
            CoordinateSystem = FlatRedBall.Math.CoordinateSystem.LeftHanded;
#else
            CoordinateSystem = FlatRedBall.Math.CoordinateSystem.RightHanded;

#endif
            MakeAssetsRelative(fileName);

            FileManager.XmlSerialize(this, fileName);
        }