34 for (
int i = 0; i <
Particles.Length; i++) {
38 particle.IsActive =
true;
39 particle.Position = position;
40 particle.BaseColor = color;
42 particle.Position.Y += 0.05f;
43 particle.BaseSize1 = 0.02f;
44 particle.BaseSize2 = 0.09f;
45 particle.Duration = particle.TimeToLive =
m_random.Float(0.3f, 0.5f);
47 particle.Gravity = 0f;
49 particle.FadeFactor = 1.6f;
52 particle.BaseSize1 = 0.03f;
53 particle.BaseSize2 = 0.08f;
54 particle.Duration = particle.TimeToLive =
m_random.Float(0.25f, 0.3f);
56 particle.Gravity = -10f;
58 particle.FadeFactor = 2.8f;
61 particle.BaseSize1 =
m_random.Float(0.015f, 0.025f);
63 particle.Duration = particle.TimeToLive =
m_random.Float(0.25f, 0.3f);
64 particle.Velocity =
m_random.Vector3(0f, 1.5f) *
new Vector3(1f, 0f, 1f);
65 particle.Gravity = -10f;
67 particle.FadeFactor = 2.8f;
77 dt = Math.Clamp(dt, 0f, 0.1f);
78 float num = MathF.Pow(0.0005f, dt);
80 for (
int i = 0; i <
Particles.Length; i++) {
83 particle.Position += particle.Velocity * dt;
84 particle.Velocity.Y += particle.Gravity * dt;
85 particle.Velocity *= num;
90 particle.TimeToLive -= dt;
94 particle.IsActive =
false;