mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-22 18:29:30 +00:00
60 lines
1.9 KiB
C#
60 lines
1.9 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MonoGame.Extended.TextureAtlases;
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namespace MonoGame.Extended.Particles
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{
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public static class ParticleExtensions
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{
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public static void Draw(this SpriteBatch spriteBatch, ParticleEffect effect)
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{
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if(effect.IsDisposed)
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{
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return;
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}
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for (var i = 0; i < effect.Emitters.Count; i++)
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UnsafeDraw(spriteBatch, effect.Emitters[i]);
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}
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public static void Draw(this SpriteBatch spriteBatch, ParticleEmitter emitter)
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{
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if(emitter.IsDisposed)
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{
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return;
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}
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UnsafeDraw(spriteBatch, emitter);
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}
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private static unsafe void UnsafeDraw(SpriteBatch spriteBatch, ParticleEmitter emitter)
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{
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if(emitter.TextureRegion == null)
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return;
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var textureRegion = emitter.TextureRegion;
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var origin = new Vector2(textureRegion.Width/2f, textureRegion.Height/2f);
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var iterator = emitter.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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var color = particle->Color.ToRgb();
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if (spriteBatch.GraphicsDevice.BlendState == BlendState.AlphaBlend)
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color *= particle->Opacity;
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else
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color.A = (byte) (particle->Opacity*255);
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var position = new Vector2(particle->Position.X, particle->Position.Y);
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var scale = particle->Scale;
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var particleColor = new Color(color, particle->Opacity);
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var rotation = particle->Rotation;
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var layerDepth = particle->LayerDepth;
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spriteBatch.Draw(textureRegion, position, particleColor, rotation, origin, scale, SpriteEffects.None, layerDepth);
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}
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}
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}
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}
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