public void AddBlood(BloodType type, Vector2 position, Vector2 direction, Color4ub? color = null) { //Eclaboussure Blood blood = null; switch (type) { case BloodType.A: blood = new Blood1(); break; case BloodType.B: blood = new Blood2(); break; case BloodType.C: blood = new Blood3(); break; case BloodType.D: blood = new Blood4(); break; } blood.SetPosition(position); blood.SetDirection(direction); blood.SetColor(color); AddBlood(blood); //Sang sur le sol blood = new BloodFloor1(); blood.SetPosition(position); var angle = (float)Math.Atan2(direction.Y, direction.X); blood.SetDirection(angle + (float)((RandomGenerator.Instance.Random.NextDouble() * 2) - 1)); blood.SetColor(color); AddStaticBlood(blood); }
public void AddBlood(BloodType type, Vector2 position, Vector2 direction, Color4ub?color = null) { //Eclaboussure Blood blood = null; switch (type) { case BloodType.A: blood = new Blood1(); break; case BloodType.B: blood = new Blood2(); break; case BloodType.C: blood = new Blood3(); break; case BloodType.D: blood = new Blood4(); break; } blood.SetPosition(position); blood.SetDirection(direction); blood.SetColor(color); AddBlood(blood); //Sang sur le sol blood = new BloodFloor1(); blood.SetPosition(position); var angle = (float)Math.Atan2(direction.Y, direction.X); blood.SetDirection(angle + (float)((RandomGenerator.Instance.Random.NextDouble() * 2) - 1)); blood.SetColor(color); AddStaticBlood(blood); }