mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-24 12:06:37 +00:00
* started refactoring for gui windows * a bit more work on gui windows * fixed some bugs and broken build stuff * fixed some bugs in gui controls * a little code cleanup * got gui dialogs positioning and experimenting with named styles by type * apply control styles directly in the constructor of controls * got everything compiling again * all gui controls have skinnable constructors * rework uniform grid desired size calculations * turns out gui layouts are complicated * include pdb files in nuget packages * fixed a bug in find nearest glyph * custom control styling * added a range constructor overload that takes one value * rethinking control desired size behaviour * made particle emitters more editable at runtime * moved the auto trigger code to the particle effect instead of the emitters * tweaks * changed the particle modifer interface to an abstract base with an optional name * changed the particle modifer interface to an abstract base with an optional name * an attempt at creating a gui combo box * rolled back the nested control experiment * pretty good (but not perfect) combo boxes * tweaks * name property bindings on lists * removed and cleaned up the hacks from the gui combo box * minor combo box styling tweaks * minor bug fix in gui combo box * experiments with data binding * fixed a mistake on the texture region service interface * working on the ability to serialize particles * finished particle serialization * more robust range deserialization * added editor browable attributes * fixed some broken demos * made the particle modifiers editable at runtime * fixed some issues with particle serialization * fixed some issues with interpolators
177 lines
5.5 KiB
C#
177 lines
5.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using Microsoft.Xna.Framework;
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using MonoGame.Extended.Particles.Modifiers;
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using MonoGame.Extended.Particles.Profiles;
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using MonoGame.Extended.TextureAtlases;
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using Newtonsoft.Json;
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namespace MonoGame.Extended.Particles
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{
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public unsafe class ParticleEmitter : IDisposable
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{
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private readonly FastRandom _random = new FastRandom();
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private float _totalSeconds;
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[JsonConstructor]
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public ParticleEmitter(string name, TextureRegion2D textureRegion, int capacity, TimeSpan lifeSpan, Profile profile)
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{
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if (profile == null)
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throw new ArgumentNullException(nameof(profile));
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_lifeSpanSeconds = (float)lifeSpan.TotalSeconds;
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Name = name;
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TextureRegion = textureRegion;
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Buffer = new ParticleBuffer(capacity);
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Offset = Vector2.Zero;
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Profile = profile;
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Modifiers = new List<Modifier>();
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ModifierExecutionStrategy = ParticleModifierExecutionStrategy.Serial;
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Parameters = new ParticleReleaseParameters();
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}
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public ParticleEmitter(TextureRegion2D textureRegion, int capacity, TimeSpan lifeSpan, Profile profile)
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: this(null, textureRegion, capacity, lifeSpan, profile)
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{
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}
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public void Dispose()
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{
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Buffer.Dispose();
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GC.SuppressFinalize(this);
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}
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~ParticleEmitter()
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{
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Dispose();
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}
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public string Name { get; set; }
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public int ActiveParticles => Buffer.Count;
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public Vector2 Offset { get; set; }
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public List<Modifier> Modifiers { get; }
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public Profile Profile { get; set; }
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public ParticleReleaseParameters Parameters { get; set; }
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public TextureRegion2D TextureRegion { get; set; }
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[EditorBrowsable(EditorBrowsableState.Never)]
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public ParticleModifierExecutionStrategy ModifierExecutionStrategy { get; set; }
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internal ParticleBuffer Buffer;
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public int Capacity
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{
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get { return Buffer.Size; }
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set
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{
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var oldBuffer = Buffer;
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oldBuffer.Dispose();
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Buffer = new ParticleBuffer(value);
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}
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}
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private float _lifeSpanSeconds;
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public TimeSpan LifeSpan
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{
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get { return TimeSpan.FromSeconds(_lifeSpanSeconds); }
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set { _lifeSpanSeconds = (float) value.TotalSeconds; }
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}
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private void ReclaimExpiredParticles()
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{
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var iterator = Buffer.Iterator;
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var expired = 0;
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while (iterator.HasNext)
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{
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var particle = iterator.Next();
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if (_totalSeconds - particle->Inception < _lifeSpanSeconds)
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break;
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expired++;
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}
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if (expired != 0)
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Buffer.Reclaim(expired);
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}
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public bool Update(float elapsedSeconds)
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{
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_totalSeconds += elapsedSeconds;
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if (Buffer.Count == 0)
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return false;
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ReclaimExpiredParticles();
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var iterator = Buffer.Iterator;
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while (iterator.HasNext)
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{
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var particle = iterator.Next();
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particle->Age = (_totalSeconds - particle->Inception) / _lifeSpanSeconds;
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particle->Position = particle->Position + particle->Velocity * elapsedSeconds;
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}
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ModifierExecutionStrategy.ExecuteModifiers(Modifiers, elapsedSeconds, iterator);
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return true;
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}
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public void Trigger(Vector2 position, float layerDepth = 0)
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{
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var numToRelease = _random.Next(Parameters.Quantity);
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Release(position + Offset, numToRelease, layerDepth);
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}
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public void Trigger(LineSegment line)
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{
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var numToRelease = _random.Next(Parameters.Quantity);
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var lineVector = line.ToVector();
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for (var i = 0; i < numToRelease; i++)
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{
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var offset = lineVector * _random.NextSingle();
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Release(line.Origin + offset, 1);
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}
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}
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private void Release(Vector2 position, int numToRelease, float layerDepth = 0)
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{
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var iterator = Buffer.Release(numToRelease);
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while (iterator.HasNext)
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{
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var particle = iterator.Next();
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Vector2 heading;
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Profile.GetOffsetAndHeading(out particle->Position, out heading);
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particle->Age = 0f;
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particle->Inception = _totalSeconds;
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particle->Position += position;
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particle->TriggerPos = position;
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var speed = _random.NextSingle(Parameters.Speed);
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particle->Velocity = heading * speed;
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_random.NextColor(out particle->Color, Parameters.Color);
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particle->Opacity = _random.NextSingle(Parameters.Opacity);
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var scale = _random.NextSingle(Parameters.Scale);
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particle->Scale = new Vector2(scale, scale);
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particle->Rotation = _random.NextSingle(Parameters.Rotation);
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particle->Mass = _random.NextSingle(Parameters.Mass);
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particle->LayerDepth = layerDepth;
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}
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}
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public override string ToString()
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{
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return Name;
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}
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}
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} |