using System.Xml.Linq; using Microsoft.Xna.Framework; using FarseerPhysics; using System; namespace Subsurface.Particles { class ParticleEmitterPrefab { public readonly string Name; public readonly ParticlePrefab particlePrefab; public readonly float AngleMin, AngleMax; public readonly float VelocityMin, VelocityMax; public readonly float ParticleAmount; public ParticleEmitterPrefab(XElement element) { Name = element.Name.ToString(); particlePrefab = GameMain.ParticleManager.FindPrefab(ToolBox.GetAttributeString(element, "particle", "")); if (element.Attribute("startrotation") == null) { AngleMin = ToolBox.GetAttributeFloat(element, "anglemin", 0.0f); AngleMax = ToolBox.GetAttributeFloat(element, "anglemax", 0.0f); } else { AngleMin = ToolBox.GetAttributeFloat(element, "angle", 0.0f); AngleMax = AngleMin; } AngleMin = MathHelper.ToRadians(AngleMin); AngleMin = MathHelper.ToRadians(AngleMax); if (element.Attribute("velocity") == null) { VelocityMin = ToolBox.GetAttributeFloat(element, "velocitymin", 0.0f); VelocityMax = ToolBox.GetAttributeFloat(element, "velocitymax", 0.0f); } else { VelocityMin = ToolBox.GetAttributeFloat(element, "velocity", 0.0f); VelocityMax = VelocityMin; } ParticleAmount = ToolBox.GetAttributeInt(element, "particleamount", 1); } public void Emit(Vector2 position) { for (int i = 0; i