void FlushWithDeviceState(bool useAlphaTest, Texture2D texture, SamplerState samplerState, Matrix matrix, Vector4 color, bool clearAfterFlush=true)
static object Get(Type type, string name)
SubsystemParticles SubsystemParticles
SubsystemSky SubsystemSky
SubsystemTime m_subsystemTime
void AddParticleSystem(ParticleSystemBase particleSystem, bool throwOnAlreadyAdded=false)
PrimitivesRenderer3D PrimitivesRenderer
bool ContainsParticleSystem(ParticleSystemBase particleSystem)
override void Load(ValuesDictionary valuesDictionary)
virtual void Update(float dt)
List< ParticleSystemBase > m_endedParticleSystems
Dictionary< ParticleSystemBase, bool > m_particleSystems
virtual void Draw(Camera camera, int drawOrder)
void RemoveParticleSystem(ParticleSystemBase particleSystem, bool throwOnNotFound=false)