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Name
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Description
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ActiveParticles
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Get / Protected Set a Linked List whose Nodes point to the Active Particles.
NOTE: New particles are added to the start of the Active Particles list, so by default the oldest particles should be at the end.
NOTE: The Protected Set option is only provided to allow the order of the LinkedListNodes to be changed, changing the update and drawing order of the Particles. Be sure that all of the original LinkedListNodes (and only the original LinkedListNodes, no more) obtained from the Get are included; they may only be rearranged. If they are not, there may (and probably will) be unexpected results.
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AutoMemoryManagerSettings
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The Settings used to control the Automatic Memory Manager
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ClassName
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Get the Name of the Class that this Particle System is using. This can be used to check what type of Particle System this is at run-time.
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ContentManager
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Get / Set the Content Manager to use to load Textures and Effects
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DeserializationEffectPath
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The path used to load the Effect when the InitializeNonSerializableProperties() function is called.
NOTE: This is automatically set when the SetEffectAndTechnique(string, string) function is called.
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DeserializationTechniqueName
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The Name of the Technique to use when the InitializeNonSerializableProperties() function is called.
NOTE: This is automatically set when the SetEffectAndTechnique() and SetTechnique() functions are called.
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DeserializationTexturePath
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The path used to load the Texture when the InitializeNonSerializableProperties() function is called.
NOTE: This is automatically set when the SetTexture() function is called.
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DPSFDefaultEffect
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A custom effect provided by DPSF. In DPSF v2.1.0 and prior this effect was used as the default effect for all particle system types. Each particle system type now uses one of the built-in XNA 4 effects as its default effect in order to make all of the particle system types fully compatible with the Reach profile, and usable on the Windows Phone 7.
This effect may still be used for a particle system by calling the SetEffectAndTechnique() function from the particle system's overridden InitializeRenderProperties() function.
This Effect has several techniques that may be used (DPSFDefaultEffectTechniques).
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DrawOrder
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The Order in which the Particle System should be Drawn relative to other DPSF Particle Systems in the same Particle System Manager. Particle Systems are Drawn in ascending order according to their Draw Order (i.e. lowest first).
NOTE: The Draw Order is one of the few properties that is not reset when the particle system is initialized or destroyed.
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Effect
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Get / Set the Effect to use to draw the Particles
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Emitter
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The Emitter is used to automatically generate new Particles.
NOTE: This is just a pointer to one of the ParticleEmitters in the Emitters ParticleEmitterCollection.
NOTE: If you set this to a ParticleEmitter that is not in the Emitters collection, it will be added to it.
During the particle system Update() this Emitter property is updated to point to the ParticleEmitter in the Emitters collection that is being updated. This allows you to use this property to reference the ParticleEmitter that is actually being used to add particles to the particle system.
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Emitters
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The Emitters used to automatically generate new Particles for this Particle System.
Each particle system Update() will loop through all Emitters in this collection and add their new particles to this particle system.
During the particle system Update() the Emitter property is updated to point to the ParticleEmitter in this collection that is being updated.
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Enabled
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Get / Set if this Particle System should Update itself and its Particles or not.
NOTE: Setting this to false causes the Update() function to not update anything, including the BeforeUpdate() and AfterUpdate() function not to be called.
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Game
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Get the Game object set in the constructor, if one was given.
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GraphicsDevice
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Get / Set the Graphics Device to draw to
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ID
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Get the unique ID of this Particle System.
NOTE: Each Particle System is automatically assigned a unique ID when it is instanciated.
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InactiveParticles
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Returns a Linked List whose Nodes point to the Inactive Particles
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IndexBuffer
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Get / Set the 32-bit Index Buffer values.
The Index Buffer is typically used when drawing Quads in the HiDef profile (except with MonoGame WinRT, which uses HiDef but only supports IndexBufferShort).
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IndexBufferIndex
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Get / Set the current position in the Index Buffer
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IndexBufferShort
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Get / Set the 16-bit Index Buffer values.
The Index Buffer Short is typically used when drawing Quads in the Reach profile.
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InheritsDrawableGameComponent
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Get if the Particle System is inheriting from DrawableGameComponent or not.
If inheriting from DrawableGameComponent, the Particle Systems are automatically added to the given Game object's Components and the Update() and Draw() functions are automatically called by the Game object when it updates and draws the rest of its Components. If the Update() and Draw() functions are called by the user anyways, they will exit without performing any operations, so it is suggested to include them anyways to make switching between inheriting and not inheriting from DrawableGameComponent seemless; just be aware that the updates and draws are actually being performed when the Game object is told to update and draw (i.e. when base.Update() and base.Draw() are called), not when these functions are being called.
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InternalSimulationSpeed
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Get / Set how fast the Particle System Simulation should run to look "normal".
1.0 = normal speed, 0.5 = half speed, 2.0 = double speed.
This is provided as a way of speeding up / slowing down the simulation to have it look as desired, without having to rescale all of the particle velocities, etc. This allows you to use the exact same particle system class to create two particle systems, and then have one run slower or faster than the other, creating two different effects. If you then wanted to speed up or slow down both effects (i.e. particle systems), you could adjust the SimulationSpeed property on both particle systems without having to worry about adjusting this property at all to get the effects back to normal speed; just reset the SimulationSpeed property you changed back to 1.0.
NOTE: If a negative value is specified, the Internal Simulation Speed is set to zero (pauses the simulation; has the same effect as Enabled = false).
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IsInitialized
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Returns true if the Particle System is Initialized, false if not.
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IsUsingIntegerIndexBuffer
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Get if we will be using the regular 32-bit Index Buffer (Integer) or the 16-bit Index Buffer (Short).
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MaxNumberOfParticlesAllowed
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Get / Set the Max Number of Particles this Particle System is Allowed to contain at any given time.
NOTE: The Automatic Memory Manager will never allocate space for more Particles than this.
NOTE: This value must be greater than or equal to zero.
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NumberOfActiveParticles
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Get the number of Particles that are currently Active.
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NumberOfParticlesAllocatedInMemory
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Get / Set the absolute Number of Particles to Allocate Memory for.
NOTE: This value must be greater than or equal to zero.
NOTE: Even if this many particles aren't used, the space for this many Particles is still allocated in memory.
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NumberOfParticlesBeingDrawn
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Get the number of Particles being Drawn. That is, how many Particles are both Active AND Visible.
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NumberOfParticlesStillPossibleToAdd
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Get the number of Particles that may still be added before reaching the Max Number Of Particles Allowed. If the Max Number Of Particles Allowed is greater than the Number Of Particles Allocated In Memory AND the Auto Memory Manager is set to not increase the amount of Allocated Memory, than this returns the number of Particles that may still be added before running out of Memory.
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ParticleEvents
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Particle Events may be used to update Particles
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ParticleInitializationFunction
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Sets the function to use to Initialize a Particle's properties.
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Particles
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Returns the array of all Particle objects
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ParticleSystemEvents
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Particle System Events may be used to update the Particle System
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ParticleSystemManagerToCopyPropertiesFrom
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The Particle System Manager whose properties (SimulationSpeed and UpdatesPerSecond) this particle system should follow. If null is not specified, the Manager's properties will be copied into this particle system immediately.
NOTE: This Particle System's properties will only clone the Manager's properties if the Manager's properties are Enabled. For example, the Manager's SimulationSpeed will only be copied to this Particle System if the Manager's SimulationSpeedIsEnabled property is true.
NOTE: This value is automatically set to the last Particle System Manager the Particle System is added to.
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ParticleType
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Get the type of Particles that this Particle System should draw.
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PerformanceProfilingIsEnabled
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Get / Set if performance timings should be measured or not, such as how long it takes to perform updates and draws.
This should be disabled before building a release version of your application.
Note: Performance profiling is not available on the Reach profile, so this will always return False on the Reach profile.
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PerformanceTimeToDoDrawInMilliseconds
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Get how long (in milliseconds) it took to perform the last Draw() function call.
Returns 0 if Performance Profiling is not Enabled.
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PerformanceTimeToDoUpdateInMilliseconds
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Get how long (in milliseconds) it took to perform the last Update() function call.
Returns 0 if Performance Profiling is not Enabled.
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Projection
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Get / Set the Projection Matrix to use for drawing 3D Particles
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RandomNumber
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Get a RandomNumbers object used to generate Random Numbers
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RenderProperties
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Get the render properties used to draw the particles.
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SimulationSpeed
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Get / Set how fast the Particle System Simulation should run.
Example: 1.0 = normal speed, 0.5 = half speed, 2.0 = double speed.
NOTE: If a negative value is specified, the Speed Scale is set to zero (pauses the simulation; has same effect as Enabled = false).
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SpriteBatch
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Returns the SpriteBatch used to draw the Sprite particles.
NOTE: If this is not a Sprite particle system, this will return null.
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SpriteBatchSettings
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The Sprite Batch drawing Settings used in the Sprite Batch's Begin() function call.
NOTE: These settings are only available for Sprite particle systems, and only for the Sprite particle systems using their own SpriteBatch (i.e. UsingExternalSpriteBatchToDrawParticles = false).
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Technique
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Get / Set which Technique of the current Effect to use to draw the Particles
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Texture
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Get / Set the Texture to use to draw the Particles
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TotalNumberOfActiveParticles
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Get the number of particles that are currently Active, in both this particle system and any particle systems contained within this one.
NOTE: Because a particle system may contain other particle systems, this is a virtual function that may be overridden to return the NumberOfActiveParticles for both this particle system and any child particle systems that are contained within this one.
NOTE: By default this just returns this particle system's NumberOfActiveParticles.
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TotalNumberOfParticlesAllocatedInMemory
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Get the number of particles that memory has been allocated for, for both this particle system and any particle systems contained within this one.
NOTE: Because a particle system may contain other particle systems, this is a virtual function that may be overridden to return the NumberOfParticlesAllocatedInMemory for both this particle system and any child particle systems that are contained within this one.
NOTE: By default this just returns this particle system's NumberOfParticlesAllocatedInMemory.
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TotalNumberOfParticlesBeingDrawn
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Get the number of particles that are being Drawn, in both this particle system and any particle systems contained within this one.
NOTE: Because a particle system may contain other particle systems, this is a virtual function that may be overridden to return the NumberOfParticlesBeingDrawn for both this particle system and any child particle systems that are contained within this one.
NOTE: By default this just returns this particle system's NumberOfParticlesBeingDrawn.
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Type
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Get / Set the Type of Particle System this is. This is a user provided value that you can use for whatever purpose you want; it is not used by the built-in DPSF functionality in any way.
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UpdateOrder
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The Order in which the Particle System should be Updated relative to other DPSF Particle Systems in the same Particle System Manager. Particle Systems are Updated in ascending order according to their Update Order (i.e. lowest first).
NOTE: The Update Order is one of the few properties that is not reset when the particle system is initialized or destroyed.
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UpdatesPerSecond
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Specify how often the Particle System should be Updated.
NOTE: Specifying a value of zero (default) will cause the Particle System to be Updated every time the Update() function is called (i.e. as often as possible).
NOTE: If the Update() function is not called often enough to keep up with this specified Update rate, the Update function updates the Particle Systems as often as possible.
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UsingExternalSpriteBatchToDrawParticles
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Returns if this particle system is dependent on an external Sprite Batch to draw its particles or not.
If false, the particle system will use its own SpriteBatch to draw its particles.
If true, then you must call SpriteBatch.Begin() before calling ParticleSystem.Draw() to draw the particle system, and then call SpriteBatch.End() when done drawing the particle system, where the SpriteBatch referred to here is the one you passed into the InitializeSpriteParticleSystem() function.
NOTE: This property only applies to Sprite particle systems.
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VertexUpdateFunction
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Set the function to use to copy a Particle's renderable properties into the Vertex Buffer.
NOTE: VertexUpdateFunction will not be changed if null value is given.
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View
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Get / Set the View Matrix to use for drawing 3D Particles
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Visible
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Get / Set if this Particle System should Draw its Particles or not.
NOTE: Setting this to false causes the Draw() function to not draw anything, including the BeforeDraw() and AfterDraw() functions not to be called.
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World
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Get / Set the World Matrix to use for drawing 3D Particles
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WorldViewProjection
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Gets the result of multiplying the World, View, and Projection matrices.
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