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diff --git a/Plugins/MonoGame.Extended/source/MonoGame.Extended.Particles/ParticleEffect.cs b/Plugins/MonoGame.Extended/source/MonoGame.Extended.Particles/ParticleEffect.cs
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+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.Linq;
+using System.Text.Json;
+using Microsoft.Xna.Framework;
+using MonoGame.Extended.Particles.Serialization;
+using MonoGame.Extended.Serialization;
+
+namespace MonoGame.Extended.Particles
+{
+ public class ParticleEffect : Transform2, IDisposable
+ {
+ public ParticleEffect(string name = null)
+ {
+ Name = name;
+ Emitters = new List<ParticleEmitter>();
+ }
+
+ public void Dispose()
+ {
+ foreach (var emitter in Emitters)
+ emitter.Dispose();
+ }
+
+ public string Name { get; set; }
+ public List<ParticleEmitter> Emitters { get; set; }
+ public int ActiveParticles => Emitters.Sum(t => t.ActiveParticles);
+
+ public void FastForward(Vector2 position, float seconds, float triggerPeriod)
+ {
+ var time = 0f;
+ while (time < seconds)
+ {
+ Update(triggerPeriod);
+ Trigger(position);
+ time += triggerPeriod;
+ }
+ }
+
+ public static ParticleEffect FromFile(ITextureRegionService textureRegionService, string path)
+ {
+ using (var stream = TitleContainer.OpenStream(path))
+ {
+ return FromStream(textureRegionService, stream);
+ }
+ }
+
+ public static ParticleEffect FromStream(ITextureRegionService textureRegionService, Stream stream)
+ {
+ var options = ParticleJsonSerializerOptionsProvider.GetOptions(textureRegionService);
+ return JsonSerializer.Deserialize<ParticleEffect>(stream, options);
+ }
+
+ public void Update(float elapsedSeconds)
+ {
+ for (var i = 0; i < Emitters.Count; i++)
+ Emitters[i].Update(elapsedSeconds, Position);
+ }
+
+ public void Trigger()
+ {
+ Trigger(Position);
+ }
+
+ public void Trigger(Vector2 position, float layerDepth = 0)
+ {
+ for (var i = 0; i < Emitters.Count; i++)
+ Emitters[i].Trigger(position, layerDepth);
+ }
+
+ public void Trigger(LineSegment line, float layerDepth = 0)
+ {
+ for (var i = 0; i < Emitters.Count; i++)
+ Emitters[i].Trigger(line, layerDepth);
+ }
+
+ public override string ToString()
+ {
+ return Name;
+ }
+ }
+}