4 using System.Runtime.InteropServices;
 
    5 using SiliconStudio.Core.Serialization.Converters;
 
    6 using SiliconStudio.Paradox.Effects;
 
    7 using SiliconStudio.Paradox.EntityModel;
 
    8 using SiliconStudio.Paradox.Games;
 
    9 using SiliconStudio.Core;
 
   10 using SiliconStudio.Core.Collections;
 
   11 using SiliconStudio.Core.Mathematics;
 
   12 using SiliconStudio.Paradox.Shaders;
 
   14 namespace SiliconStudio.
Paradox.Engine
 
   35         public int Count { 
get; set; }
 
   62         public int ParticleElementSize { 
get; set; }
 
   68         public Array ParticleData { 
get; set; }
 
   74         public bool UpdateNextBuffer { 
get; set; }
 
   80         public bool IsDynamicEmitter
 
   84                 return Type == ParticleEmitterType.CpuDynamic || Type == ParticleEmitterType.GpuDynamic;
 
   88         public event Action<ParticleEmitterComponent> 
UpdateData;
 
   92             var updateData = UpdateData;
 
   93             if (updateData != null) updateData(
this);
 
  100             var updateSystem = UpdateSystem;
 
  101             if (updateSystem != null) updateSystem(
this);
 
  107         public event Action<ParticleEmitterComponent, Entity, TrackingCollectionChangedEventArgs> 
MeshUpdate;
 
  116             var update = MeshUpdate;
 
  117             if (update != null) update(
this, 
Entity, updateArgs);
 
  122             return (
int)Math.Pow(2.0, Math.Ceiling(Math.Log(value, 2)));
 
Game entity. It usually aggregates multiple EntityComponent 
A service registry is a IServiceProvider that provides methods to register and unregister services...
Action< ParticleEmitterComponent, Entity, TrackingCollectionChangedEventArgs > MeshUpdate
A callback called whenever the component is updated by the ParticleSystem. 
void OnMeshUpdate(Entity entity, TrackingCollectionChangedEventArgs updateArgs)
static int CalculateMaximumPowerOf2Count(int value)
Action< ParticleEmitterComponent > UpdateSystem
virtual void OnAddToSystem(IServiceRegistry registry)
Action< ParticleEmitterComponent > UpdateData
A class that represents a tag propety. 
ParticleEmitterComponent()
Initializes a new instance of the ParticleEmitterComponent class. 
A container to handle a hierarchical collection of effect variables. 
A shader class used for mixin.