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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MonoGame.Extended.TextureAtlases;
namespace MonoGame.Extended.Particles
{
public static class ParticleExtensions
{
public static void Draw(this SpriteBatch spriteBatch, ParticleEffect effect)
{
for (var i = 0; i < effect.Emitters.Count; i++)
UnsafeDraw(spriteBatch, effect.Emitters[i]);
}
public static void Draw(this SpriteBatch spriteBatch, ParticleEmitter emitter)
{
UnsafeDraw(spriteBatch, emitter);
}
private static unsafe void UnsafeDraw(SpriteBatch spriteBatch, ParticleEmitter emitter)
{
if(emitter.TextureRegion == null)
return;
var textureRegion = emitter.TextureRegion;
var origin = new Vector2(textureRegion.Width/2f, textureRegion.Height/2f);
var iterator = emitter.Buffer.Iterator;
while (iterator.HasNext)
{
var particle = iterator.Next();
var color = particle->Color.ToRgb();
if (spriteBatch.GraphicsDevice.BlendState == BlendState.AlphaBlend)
color *= particle->Opacity;
else
color.A = (byte) (particle->Opacity*255);
var position = new Vector2(particle->Position.X, particle->Position.Y);
var scale = particle->Scale;
var particleColor = new Color(color, particle->Opacity);
var rotation = particle->Rotation;
var layerDepth = particle->LayerDepth;
spriteBatch.Draw(textureRegion, position, particleColor, rotation, origin, scale, SpriteEffects.None, layerDepth);
}
}
}
}
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