public PathCPUParticleEmitter(GameScreen scrn, Vector2 pos, VectorPath path, ParticleEmitterConfig cfg) : base(scrn, cfg) { vectorPath = path; vectorPathCenter = path.Boundings.Center; Position = pos; }
public AnimatedPathCPUParticleEmitter(GameScreen scrn, Vector2 pos, VectorPath path, ParticleEmitterConfig cfg, float delay, float length) : base(scrn, cfg) { vectorPath = path; vectorPathCenter = path.Boundings.Center; Position = pos; animationLength = length; animationInitialDelay = delay; }
public AnimatedPathGPUParticleEmitter(GameScreen scrn, Vector2 pos, VectorPath path, ParticleEmitterConfig cfg, float delay, float length) : base(scrn, pos, path, cfg) { animationLength = length; animationInitialDelay = delay; }
public abstract void DrawPath(Vector2 posVector2, VectorPath path, int segments, Color color, float thickness = 1);
public override void DrawPath(Vector2 pos, VectorPath path, int segments, Color color, float thickness = 1) { foreach (var segment in path.Segments) { if (segment is LineSegment) { DrawPathSegment(pos, segment, 1, color, thickness); } else { DrawPathSegment(pos, segment, segments, color, thickness); } } }