public ParticleSystem ( Entity trackedEntity, List |
||
trackedEntity | Entity | |
sprites | List |
|
spread | float | |
size | float | |
number | int | |
relativePosition | System.Boolean | |
lifetime | float | |
Résultat | System |
public ParticleSystem(Entity trackedEntity, List<Texture2D> sprites, float spread, float size, int number, Boolean relativePosition, float lifetime)
{
this.trackedEntity = trackedEntity;
this.maxNumberOfParticles = number;
ParticleSource source = new ParticleSource();
source.sprites = sprites;
source.particleSpread = spread;
source.size = size;
source.relativePosition = relativePosition;
source.particleLifeTime = lifetime;
addParticleSource(source);
}
ParticleSystem::ParticleSystem ( ) : System |