Files
MonoGame.Extended/source/MonoGame.Extended.Particles/ParticleEffect.cs
T
2024-06-01 17:05:51 -04:00

124 lines
3.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Runtime.CompilerServices;
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>();
}
~ParticleEffect() => Dispose(false);
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
private void Dispose(bool disposing)
{
if(IsDisposed)
{
return;
}
if(disposing)
{
foreach(var emitter in Emitters)
{
emitter.Dispose();
}
}
IsDisposed = true;
}
public string Name { get; set; }
public List<ParticleEmitter> Emitters { get; set; }
public int ActiveParticles => Emitters.Sum(t => t.ActiveParticles);
/// <summary>
/// Gets a value that indicates whether this instance of the <see cref="ParticleEffect"/> class has been
/// disposed.
/// </summary>
public bool IsDisposed { get; private set; }
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)
{
ThrowIfDisposed();
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)
{
ThrowIfDisposed();
for (var i = 0; i < Emitters.Count; i++)
Emitters[i].Trigger(position, layerDepth);
}
public void Trigger(LineSegment line, float layerDepth = 0)
{
ThrowIfDisposed();
for (var i = 0; i < Emitters.Count; i++)
Emitters[i].Trigger(line, layerDepth);
}
private void ThrowIfDisposed()
{
if(IsDisposed)
{
throw new ObjectDisposedException(nameof(ParticleBuffer));
}
}
public override string ToString()
{
return Name;
}
}
}