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Name
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Description
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AddParticle()()()()
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Adds a new Particle to the particle system, at the start of the Active Particle List. This new Particle is initialized using the particle system's Particle Initialization Function
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AddParticle(Particle)
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Adds a new Particle to the particle system, at the start of the Active Particle List. Returns true if the Particle was added, false if there is not enough memory for another Particle.
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AddParticles(Int32)
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Adds the specified number of new Particles to the particle system.
These new Particles are initialized using the particle system's Particle Initialization Function.
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AddParticles(Int32, ParticleEmitterLerpInfo)
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Adds the specified number of new Particles to the particle system, linearly interpolating (Lerp) the Emitter's Position/Orientation to be between its Previous Position/Orientation and current Position/Orientation when adding new particles.
Returns how many Particles were able to be added to the particle system.
These new Particles are initialized using the particle system's Particle Initialization Function.
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AddParticles(Int32, Particle)
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Adds the specified number of new Particles to the particle system, copying the properties of the given Particle To Copy.
NOTE: The Particle Initialization Function is not called when copying from an existing particle.
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AddParticles(Int32, ParticleEmitter, Single)
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Adds the specified number of new Particles to the particle system, linearly interpolating (Lerp) the Emitter's Position/Orientation to be between its Previous Position/Orientation and current Position/Orientation when adding new particles.
Returns how many Particles were able to be added to the particle system.
These new Particles are initialized using the particle system's Particle Initialization Function.
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AfterAddParticle
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Virtual function that is called at the end of the AddParticle() function. This may be used to execute some code after a new Particle is initialized and added.
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AfterDestroy
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Virtual function that is called at the end of the Destroy() function. This may be used to perform operations after the Particle System has been Destroyed, such as to destroy other Particle Systems nested within this Particle System.
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AfterDraw
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Virtual function that is called at the end of the Draw() function. This may be used to perform operations after the Particle System has been drawn, such as to Draw Particle Systems nested within this Particle System.
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AfterInitialize
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Virtual function that is called at the end of the Initialize() function. This may be used to perform operations after the Particle System has been Initialized, such as initializing other Particle Systems nested within this Particle System.
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AfterUpdate
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Virtual function that is called at the end of the Update() function. This may be used to perform operations after the Particle System has been updated, such as to Update Particle Systems nested within this Particle System.
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AutoInitialize
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Virtual function to Initialize the Particle System with default values. Particle system properties should not be set until after this is called, as they are likely to be reset to their default values.
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BeforeAddParticle
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Virtual function that is called at the beginning of the AddParticle() function. This may be used to execute some code before a new Particle is initialized and added.
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BeforeDestroy
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Virtual function that is called at the beginning of the Destroy() function. This may be used to perform operations before the Destroy() code is executed.
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BeforeDraw
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Virtual function that is called at the beginning of the Draw() function. This may be used to perform operations before the Draw() code is executed.
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BeforeUpdate
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Virtual function that is called at the beginning of the Update() function. This may be used to perform operations before the Update() code is executed.
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Destroy
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Release all resources used by the Particle System and reset all properties to their default values
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Draw
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Draws all of the Active Particles to the Graphics Device.
NOTE: This will only Draw the Particle System if it does not inherit from DrawableGameComponent, since if it does it will be drawn automatically by the Game object.
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DrawForced
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Draws all of the Active Particles to the Graphics Device, even if the the Particle Systems inherits from DrawableGameComponent.
NOTE: If inheriting from DrawableGameComponent and this is called, the Particle System will be drawn twice per frame; once when it is called here, and again when automatically called by the Game object. If not inheriting from DrawableGameComponent, this acts the same as calling Draw().
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DrawSprite
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Virtual function to draw a Sprite Particle. This function should be used to draw the given Particle with the provided SpriteBatch.
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Equals
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Determines whether the specified Object is equal to the current Object.
(Inherited from Object.)
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Finalize
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Allows an Object to attempt to free resources and perform other cleanup operations before the Object is reclaimed by garbage collection.
(Inherited from Object.)
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GetHashCode
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Serves as a hash function for a particular type.
(Inherited from Object.)
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GetType
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Gets the Type of the current instance.
(Inherited from Object.)
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InitializeNoDisplayParticleSystem
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Initializes a new No Display Particle System. This type of Particle System does not allow any of the Particles to be drawn to a Graphics Device (e.g. the screen).
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InitializeNonSerializableProperties
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This function should be called immediately after deserializing a particle system in order to reinitialize the properties that could not be serialized.
NOTE: If this type of particle system requires a Texture, this function will attempt to load the Texture specified by the DeserializationTexturePath property. If it is unable to load a texture, an DPSFArgumentNullException will be thrown, so this function should be wrapped in a try block, and when an DPSFArgumentNullException is caught then the particle system's texture should be manually set.
NOTE: This will attempt to load the Effect and Technique specified by the DeserializationEffectPath and DeserializationTechniqueName properties. If either of these are null, the DPSFDefaultEffect will be used, and the default Technique for this type of particle system will be loaded.
NOTE: Particle systems can only be serialized (and thus, deserialized) if not inheriting from DrawableGameComponent (i.e. InheritsDrawableGameComponent == false. i.e. using the DPSF.dll, not DPSFAsDrawableGameComponent.dll).
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InitializeParticle
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Initialize the given Particle using the current Initialization Function
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InitializeQuadParticleSystem
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Initializes a new Quad Particle System
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InitializeRenderProperties
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Virtual function to setup the Render Properties (i.e. BlendState, DepthStencilState, RasterizerState, and SamplerState) which will be applied to the Graphics Device before drawing the Particle System's Particles.
This function is only called once when initializing the particle system.
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InitializeSpriteParticleSystem(GraphicsDevice, ContentManager, Int32, Int32, Texture2D)
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Initializes a new Sprite Particle System
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InitializeSpriteParticleSystem(GraphicsDevice, ContentManager, Int32, Int32, String)
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Initializes a new Sprite Particle System
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InitializeSpriteParticleSystem(GraphicsDevice, ContentManager, Int32, Int32, Texture2D, SpriteBatch)
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Initializes a new Sprite Particle System
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InitializeSpriteParticleSystem(GraphicsDevice, ContentManager, Int32, Int32, String, SpriteBatch)
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Initializes a new Sprite Particle System
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InitializeTexturedQuadParticleSystem(GraphicsDevice, ContentManager, Int32, Int32, DPSF<(Of <<'(Particle, Vertex>)>>)..::..UpdateVertexDelegate, Texture2D)
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Initializes a new Textured Quad Particle System
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InitializeTexturedQuadParticleSystem(GraphicsDevice, ContentManager, Int32, Int32, DPSF<(Of <<'(Particle, Vertex>)>>)..::..UpdateVertexDelegate, String)
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Initializes a new Textured Quad Particle System
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MemberwiseClone
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Creates a shallow copy of the current Object.
(Inherited from Object.)
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MoveActiveParticleToInactiveParticleList
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Moves the Active Particle's Linked List node to the Inactive Particle Linked List.
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RemoveAllParticles
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Removes all Active Particles from the Active Particle List and adds them to the Inactive Particle List
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SetCameraPosition
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Sets the Camera Position of the particle system, so that the particles know how to make themselves face the camera if needed. This virtual function does not do anything unless overridden, and all it should do is set an internal Vector3 variable (e.g. public Vector3 CameraPosition { get; set; }) to match the given Vector3.
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SetDefaultEffect
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Sets the Effect to be the default type for this type of particle system. This is done automatically when the particle system is initialized.
Default effect for each particle type is:
1. | NoDisplay and Sprite - null. |
3. | TexturedQuad - AlphaTestEffect. |
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SetEffectAndTechnique(Effect, String)
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Sets the Effect and Technique to use to draw the Particles.
NOTE: This will automatically set the DeserializationTechniqueName property to the given sTechnique.
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SetEffectAndTechnique(String, String)
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Sets the Effect and Technique to use to draw the Particles.
NOTE: This will automatically set the DeserializationEffectPath property to the given sEffect.
NOTE: This will automatically set the DeserializationTechniqueName property to the given sTechnique.
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SetEffectParameters
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Virtual function to Set the Effect's Parameters before drawing the Particles.
This is called every time before the particle system is drawn.
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SetGraphicsDevice
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Sets the Graphics Device to use to the given graphics device.
NOTE: This only has an effect if the particle system does not inherit from DrawableGameComponent (i.e. InheritsDrawableGameComponent == false. i.e. using the DPSF.dll, not DPSFAsDrawableGameComponent.dll), since the Graphics Device is read-only when inheriting from DrawableGameComponent. The Game object's Graphics Device is always used when inheriting from DrawableGameComponent.
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SetTechnique
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Set which Technique of the current Effect to use to draw the Particles.
NOTE: This will automatically set the DeserializationTechniqueName property to the given sTechnique.
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SetTexture
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Set the Texture to use to draw the Particles
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SetWorldViewProjectionMatrices
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Set the World, View, and Projection matrices for this Particle System.
NOTE: Sprite particle systems are not affected by the World, View, and Projection matrices.
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ToString
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Returns a String that represents the current Object.
(Inherited from Object.)
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Update
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Updates the Particle System. This involves executing the Particle System Events, updating all Active Particles according to the Particle Events, and adding new Particles according to the Emitter settings.
NOTE: This will only Update the Particle System if it does not inherit from DrawableGameComponent, since if it does it will be updated automatically by the Game object.
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UpdateForced
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Updates the Particle System, even if the the Particle Systems inherits from DrawableGameComponent.
Updating the Particle System involves executing the Particle System Events, updating all Active Particles according to the Particle Events, and adding new Particles according to the Emitter settings.
NOTE: If inheriting from DrawableGameComponent and this is called, the Particle System will be updated twice per frame; once when it is called here, and again when automatically called by the Game object. If not inheriting from DrawableGameComponent, this acts the same as calling Update().
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