FRBDK/Glue/ParticleEditorPlugin/ParticleEditorPlugin/ParticlePreviewer.cs
/// <summary>
/// Disposes of the currently displaying 
/// emitter and creates a new one from the supplied 
/// save object. Requires an absolute path so it knows where
/// to load sprites and other paths from.
/// </summary>
/// <param name="emitterSave">The emitter save to inflate into an emitter runtime object.</param>
/// <param name="absolutePath">The base path to use when loading sprite textures or other resources.</param>
Disposes of the currently displaying
emitter and creates a new one from the supplied
save object. Requires an absolute path so it knows where
to load sprites and other paths from.
Disposes of the currently displaying emitter and creates a new one from the supplied save object . Requires an absolute path so it knows where to load sprites and other paths from .
public void DisplayEmitter(EmitterSave emitterSave, string absolutePath)
        {
            if (previewEmitter != null)
            {
                SpriteManager.RemoveEmitter(previewEmitter);
            }
            FileManager.RelativeDirectory = absolutePath;
            previewEmitter = emitterSave.ToEmitter(ContentManagerName);
            SpriteManager.AddEmitter(previewEmitter);
        }
public void DisplayEmitter ( EmitterSave emitterSave , string absolutePath ) { if ( previewEmitter != null ) { SpriteManager . RemoveEmitter ( previewEmitter ) ; } FileManager . RelativeDirectory = absolutePath ; previewEmitter = emitterSave . ToEmitter ( ContentManagerName ) ; SpriteManager . AddEmitter ( previewEmitter ) ; }
Disposes of the currently displaying
emitter and creates a new one from the supplied
save object.
Disposes of the currently displaying emitter and creates a new one from the supplied save object .
emitterSave
EmitterSave
The emitter save to inflate into an emitter runtime object.
The emitter save to inflate into an emitter runtime object .
absolutePath
string
The base path to use when loading sprite textures or other resources.
The base path to use when loading sprite textures or other resources .