#region File Description //----------------------------------------------------------------------------- // ParticleInfo.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; #endregion namespace MovipaLibrary { /// /// This class manages animation information of particles. /// There are the following parameters: /// asset name of the texture used in particles, the number of particles /// to be generated, and particle movement information. /// /// パーティクルのアニメーション情報を持ちます。 /// パーティクルで使用するテクスチャのアセット名と、生成数と /// 移動に関するパラメータがあります。 /// public class ParticleInfo : AnimationInfo { #region Fields private string particleTexture; private float particleSize; private UInt32 particleMax; private UInt32 particleGenerateCount; private float particleJumpPower; private float particleMoveSpeed; private float particleBoundRate; private float particleGravity; private Vector3 cameraUpVector; private Vector3 cameraPosition; private Vector3 cameraLookAt; #endregion #region Property /// /// Obtains or sets the asset name of the particle texture. /// /// パーティクルテクスチャのアセット名を取得または設定します。 /// public string ParticleTexture { get { return particleTexture; } set { particleTexture = value; } } /// /// Obtains or sets the particle size. /// /// パーティクルのサイズを取得または設定します。 /// public float ParticleSize { get { return particleSize; } set { particleSize = value; } } /// /// Obtains or sets the maximum number of total particles to be generated. /// /// パーティクルの上限を取得または設定します。 /// public UInt32 ParticleMax { get { return particleMax; } set { particleMax = value; } } /// /// Obtains or sets the number of particles to be generated at one time. /// /// パーティクルの一度に生成する数を取得または設定します。 /// public UInt32 ParticleGenerateCount { get { return particleGenerateCount; } set { particleGenerateCount = value; } } /// /// Obtains or sets the jump power of the particle. /// /// パーティクルが跳ねる力を取得または設定します。 /// public float ParticleJumpPower { get { return particleJumpPower; } set { particleJumpPower = value; } } /// /// Obtains or sets the movement speed of the particle. /// /// パーティクルの移動速度を取得または設定します。 /// public float ParticleMoveSpeed { get { return particleMoveSpeed; } set { particleMoveSpeed = value; } } /// /// Obtains or sets the bound rate of the particle. /// /// パーティクルの跳ね返りの力を取得または設定します。 /// public float ParticleBoundRate { get { return particleBoundRate; } set { particleBoundRate = value; } } /// /// Obtains or sets the gravity of the particle. /// /// パーティクルの落ちる強さを取得または設定します。 /// public float ParticleGravity { get { return particleGravity; } set { particleGravity = value; } } /// /// Obtains or sets the coordinate system of the camera. /// /// カメラの座標系を取得または設定します。 /// public Vector3 CameraUpVector { get { return cameraUpVector; } set { cameraUpVector = value; } } /// /// Obtains or sets the camera position. /// /// カメラの位置を取得または設定します。 /// public Vector3 CameraPosition { get { return cameraPosition; } set { cameraPosition = value; } } /// /// Obtains or sets the camera viewpoint. /// /// カメラの視点を取得または設定します。 /// public Vector3 CameraLookAt { get { return cameraLookAt; } set { cameraLookAt = value; } } #endregion } }