#region LGPL License
/*
Axiom Game Engine Library
Copyright (C) 2003 Axiom Project Team
The overall design, and a majority of the core engine and rendering code
contained within this library is a derivative of the open source Object Oriented
Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.
Many thanks to the OGRE team for maintaining such a high quality project.
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion
using System;
using System.Collections;
namespace Axiom.ParticleSystems{
/// <summary>
/// Abstract class defining the interface to be implemented by creators of ParticleAffector subclasses.
/// </summary>
/// <remarks>
/// Plugins or 3rd party applications can add new types of particle affectors by creating
/// subclasses of the ParticleAffector class. Because multiple instances of these affectors may be
/// required, a factory class to manage the instances is also required.
/// <p/>
/// ParticleAffectorFactory subclasses must allow the creation and destruction of ParticleAffector
/// subclasses. They must also be registered with the ParticleSystemManager. All factories have
/// a name which identifies them, examples might be 'ForceVector', 'Attractor', or 'Fader', and these can be
/// also be used from particle system scripts.
/// </remarks>
public abstract class ParticleAffectorFactory {
#region Member variables
protected AffectorList affectorList = new AffectorList();
#endregion
#region Constructors
/// <summary>
/// Default constructor.
/// </summary>
public ParticleAffectorFactory() { }
#endregion
#region Properties
/// <summary>
/// Returns the name of the factory, which identifies the affector type this factory creates.
/// </summary>
public abstract string Name { get; }
/// <summary>
/// Creates a new affector instance.
/// </summary>
/// <remarks>
/// Subclasses MUST add a reference to the affectorList.
/// </remarks>
/// <returns></returns>
public abstract ParticleAffector Create();
/// <summary>
/// Destroys the affector referenced by the parameter.
/// </summary>
/// <param name="e">The Affector to destroy.</param>
public virtual void Destroy(ParticleAffector e) {
// remove the affector from the list
affectorList.Remove(e);
}
#endregion
}
}
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