Files
MonoGame.Extended/source/MonoGame.Extended.Particles/ParticleEffect.cs
T
Christopher Whitley d008b1bd41 Replace Newtonsoft.Json with System.Text.Json (#869)
* Converted to use `System.Text.Json`

* Remove Newtonsoft.Json Dependency
Newtonsoft.Json dependency has been removed in favor of System.Text.Json

* Treat MGFXO file as binary
2024-05-22 23:23:36 -04:00

84 lines
2.4 KiB
C#

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;
}
}
}