ParticleSurfaceEmitter.cs :  » Game » SDL » SdlDotNet » Particles » Emitters » C# / CSharp Open Source

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C# / CSharp Open Source » Game » SDL 
SDL » SdlDotNet » Particles » Emitters » ParticleSurfaceEmitter.cs
#region LICENSE
/*
 * Copyright (C) 2005 Rob Loach (http://www.robloach.net)
 *
 * 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 LICENSE

using System;

using SdlDotNet.Graphics;
using SdlDotNet.Particles;

namespace SdlDotNet.Particles.Emitters{
    /// <summary>
    /// A particle emitter that emits surfaces from a surface collection to represent particles..
    /// </summary>
    public class ParticleSurfaceEmitter : ParticleEmitter
    {
        private SurfaceCollection m_Surfaces;
        /// <summary>
        /// Gets and sets the collection of surfaces assosiated with this particle emitter.
        /// </summary>
        public SurfaceCollection Surfaces
        {
            get
            {
                return m_Surfaces;
            }
            //      set
            //      {
            //        m_Surfaces = value;
            //      }
        }
        /// <summary>
        /// Creates a new particle emitter that emits surface objects.
        /// </summary>
        /// <param name="system">The particle system to add this particle emitter.</param>
        /// <param name="surface">The surface to emit.</param>
        public ParticleSurfaceEmitter(ParticleSystem system, Surface surface)
            : base(system)
        {
            m_Surfaces = new SurfaceCollection();
            m_Surfaces.Add(surface);
        }
        /// <summary>
        /// Creates a new particle emitter that emits surface objects.
        /// </summary>
        /// <param name="system">The particle system to add this particle emitter.</param>
        /// <param name="surfaces">The surface collection to choose surfaces from when emitting.</param>
        public ParticleSurfaceEmitter(ParticleSystem system, SurfaceCollection surfaces)
            : base(system)
        {
            m_Surfaces = surfaces;
        }
        /// <summary>
        /// Creates a new particle emitter that emits surface objects.
        /// </summary>
        /// <param name="surface">The surface to emit.</param>
        public ParticleSurfaceEmitter(Surface surface)
        {
            m_Surfaces = new SurfaceCollection();
            m_Surfaces.Add(surface);
        }
        /// <summary>
        /// Creates a new particle emitter that emits surface objects.
        /// </summary>
        /// <param name="surfaces">The surface collection to choose surfaces from when emitting.</param>
        public ParticleSurfaceEmitter(SurfaceCollection surfaces)
        {
            m_Surfaces = surfaces;
        }
        /// <summary>
        /// Creates a particle from a surface in the surface collection.
        /// </summary>
        /// <returns>The created particle.</returns>
        protected override BaseParticle CreateParticle()
        {
            if (m_Surfaces.Count == 0)
            {
                return null;
            }
            return new ParticleSurface(
                m_Surfaces[Random.Next(0, m_Surfaces.Count - 1)]
                );
        }
    }
}
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