ParticleEffectManager.cs 8.5 KB

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  1. #region File Description
  2. //-----------------------------------------------------------------------------
  3. // ParticleEffectManager.cs
  4. //
  5. // Microsoft XNA Community Game Platform
  6. // Copyright (C) Microsoft Corporation. All rights reserved.
  7. //-----------------------------------------------------------------------------
  8. #endregion
  9. #region Using Statements
  10. using System;
  11. using System.IO;
  12. using System.Collections.Generic;
  13. using Microsoft.Xna.Framework;
  14. using Microsoft.Xna.Framework.Graphics;
  15. using Microsoft.Xna.Framework.Content;
  16. #endregion
  17. namespace NetRumble
  18. {
  19. public class ParticleEffectManager
  20. {
  21. #region Effect Collection Data
  22. /// <summary>
  23. /// Cache of registered particle effects.
  24. /// </summary>
  25. private Dictionary<ParticleEffectType, List<ParticleEffect>> particleEffectCache
  26. = new Dictionary<ParticleEffectType,List<ParticleEffect>>();
  27. /// <summary>
  28. /// Active particle effects.
  29. /// </summary>
  30. private BatchRemovalCollection<ParticleEffect> activeParticleEffects =
  31. new BatchRemovalCollection<ParticleEffect>();
  32. #endregion
  33. #region Graphics Data
  34. /// <summary>
  35. /// The content manager used to load textures in the particle systems.
  36. /// </summary>
  37. private ContentManager contentManager;
  38. #endregion
  39. #region Initialization Methods
  40. /// <summary>
  41. /// Construct a new particle-effect manager.
  42. /// </summary>
  43. public ParticleEffectManager(ContentManager contentManager)
  44. {
  45. // safety-check the parameters
  46. if (contentManager == null)
  47. {
  48. throw new ArgumentNullException("contentManager");
  49. }
  50. this.contentManager = contentManager;
  51. }
  52. #endregion
  53. #region Updating Methods
  54. /// <summary>
  55. /// Update the particle-effect manager.
  56. /// </summary>
  57. /// <param name="elapsedTime">The amount of elapsed time, in seconds.</param>
  58. public void Update(float elapsedTime)
  59. {
  60. for (int i = 0; i < activeParticleEffects.Count; ++i)
  61. {
  62. if (activeParticleEffects[i].Active)
  63. {
  64. activeParticleEffects[i].Update(elapsedTime);
  65. if (!activeParticleEffects[i].Active)
  66. {
  67. activeParticleEffects.QueuePendingRemoval(
  68. activeParticleEffects[i]);
  69. }
  70. }
  71. }
  72. activeParticleEffects.ApplyPendingRemovals();
  73. }
  74. #endregion
  75. #region Drawing Methods
  76. /// <summary>
  77. /// Draw all of the particle effects in the manager.
  78. /// </summary>
  79. /// <param name="spriteBatch">The SpriteBatch object used to draw.</param>
  80. /// <param name="blendMode">Filters the systems drawn in this pass.</param>
  81. public virtual void Draw(SpriteBatch spriteBatch, SpriteBlendMode blendMode)
  82. {
  83. for (int i = 0; i < activeParticleEffects.Count; ++i)
  84. {
  85. if (activeParticleEffects[i].Active)
  86. {
  87. activeParticleEffects[i].Draw(spriteBatch, blendMode);
  88. }
  89. }
  90. }
  91. #endregion
  92. #region Particle-Effect Creation Methods
  93. /// <summary>
  94. /// Spawn a new particle effect at a given location
  95. /// </summary>
  96. /// <param name="effectType">The effect in question.</param>
  97. /// <param name="position">The position of the effect.</param>
  98. /// <returns>The new particle effect.</returns>
  99. public ParticleEffect SpawnEffect(ParticleEffectType effectType,
  100. Vector2 position)
  101. {
  102. return SpawnEffect(effectType, position, null);
  103. }
  104. /// <summary>
  105. /// Spawn a new particle effect at a the position of a given gameplay object
  106. /// </summary>
  107. /// <param name="effectType">The effect in question.</param>
  108. /// <param name="actor">The gameplay object.</param>
  109. /// <returns>The new particle effect.</returns>
  110. public ParticleEffect SpawnEffect(ParticleEffectType effectType,
  111. GameplayObject gameplayObject)
  112. {
  113. // safety-check the parameter
  114. if (gameplayObject == null)
  115. {
  116. throw new ArgumentNullException("gameplayObject");
  117. }
  118. return SpawnEffect(effectType, gameplayObject.Position, gameplayObject);
  119. }
  120. /// <summary>
  121. /// Spawn a new particle effect at a given location and gameplay object
  122. /// </summary>
  123. /// <param name="effectType">The effect in question.</param>
  124. /// <param name="position">The position of the effect.</param>
  125. /// <param name="actor">The gameplay object.</param>
  126. /// <returns>The new particle effect.</returns>
  127. public ParticleEffect SpawnEffect(ParticleEffectType effectType,
  128. Vector2 position, GameplayObject gameplayObject)
  129. {
  130. ParticleEffect particleEffect = null;
  131. if (particleEffectCache.ContainsKey(effectType) == true)
  132. {
  133. List<ParticleEffect> availableSystems = particleEffectCache[effectType];
  134. for (int i = 0; i < availableSystems.Count; ++i)
  135. {
  136. if (availableSystems[i].Active == false)
  137. {
  138. particleEffect = availableSystems[i];
  139. break;
  140. }
  141. }
  142. if (particleEffect == null)
  143. {
  144. particleEffect = availableSystems[0].Clone();
  145. particleEffect.Initialize(contentManager);
  146. availableSystems.Add(particleEffect);
  147. }
  148. }
  149. if (particleEffect != null)
  150. {
  151. particleEffect.Reset();
  152. particleEffect.GameplayObject = gameplayObject;
  153. particleEffect.Position = position;
  154. activeParticleEffects.Add(particleEffect);
  155. }
  156. return particleEffect;
  157. }
  158. #endregion
  159. #region Registration Methods
  160. /// <summary>
  161. /// Register a new type of particle effect with the manager.
  162. /// </summary>
  163. /// <param name="effectType">The enumeration associated with this type.</param>
  164. /// <param name="filename">The path to the XML file to be deserialized.</param>
  165. /// <param name="initialCount">How many of these to pre-create.</param>
  166. public void RegisterParticleEffect(ParticleEffectType effectType,
  167. string filename, int initialCount)
  168. {
  169. if (!particleEffectCache.ContainsKey(effectType))
  170. {
  171. string filepath = Path.Combine(contentManager.RootDirectory, filename);
  172. ParticleEffect particleEffect = ParticleEffect.Load(filepath);
  173. particleEffect.Initialize(contentManager);
  174. particleEffect.Stop(true);
  175. particleEffectCache.Add(effectType, new List<ParticleEffect>());
  176. particleEffectCache[effectType].Add(particleEffect);
  177. for (int i = 1; i < initialCount; i++)
  178. {
  179. ParticleEffect cloneEffect = particleEffect.Clone();
  180. cloneEffect.Initialize(contentManager);
  181. cloneEffect.Stop(true);
  182. particleEffectCache[effectType].Add(cloneEffect);
  183. }
  184. }
  185. }
  186. /// <summary>
  187. /// Remove the given particle-effect type from the maanger.
  188. /// </summary>
  189. /// <param name="effectType">The enumeration to be cleared against.</param>
  190. public void UnregisterParticleEffect(ParticleEffectType effectType)
  191. {
  192. if (particleEffectCache.ContainsKey(effectType) == true)
  193. {
  194. for (int i = 0; i < particleEffectCache[effectType].Count; ++i)
  195. {
  196. activeParticleEffects.Remove(particleEffectCache[effectType][i]);
  197. }
  198. particleEffectCache.Remove(effectType);
  199. }
  200. }
  201. #endregion
  202. }
  203. }