New waterblood particle

This commit is contained in:
Joonas Rikkonen
2017-06-13 18:20:38 +03:00
parent 4d8da85956
commit 12731a8137
5 changed files with 18 additions and 16 deletions

View File

@@ -387,6 +387,7 @@
</Content>
<Content Include="Content\Characters\Charybdis\charybdis.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
<SubType>Designer</SubType>
</Content>
<Content Include="Content\Characters\Coelanth\coelanth.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
@@ -868,6 +869,9 @@
<Content Include="Content\Particles\shrapnel.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\Particles\Smoke.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\Particles\SmokeParticleSheet.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>

View File

@@ -9,7 +9,7 @@
<ErrorReportUrlHistory />
<FallbackCulture>en-US</FallbackCulture>
<VerifyUploadedFiles>false</VerifyUploadedFiles>
<ProjectView>ProjectFiles</ProjectView>
<ProjectView>ShowAllFiles</ProjectView>
</PropertyGroup>
<PropertyGroup>
<ReferencePath>

View File

@@ -73,15 +73,17 @@
</blood>
<waterblood
startsize="0.05,0.05"
sizechangemin="0.1,0.1" sizechangemax="0.15,0.15"
startsizemin="0.1,0.1" startsizemax="0.3,0.3"
sizechangemin="0.1,0.1" sizechangemax="0.2,0.2"
startrotationmin ="0.0" startrotationmax="360"
startcolor="0.5, 0.0, 0.0" startalpha="1.0"
colorchange="0.0, 0.0, 0.0, -0.25"
animduration="5"
colorchange="0.0, 0.0, 0.0, -0.2"
growtime ="0.1"
lifetime="5.0"
drawtarget="water"
velocitychange="0.0, 0.0">
<sprite texture="Content/Particles/spatter.png" sourcerect="128,128,128,128"/>
<animatedsprite texture="Content/Particles/Smoke.png" sourcerect="0,0,4096,4096" columns="8" rows="8" origin="0.5,0.5"/>
</waterblood>
<spark

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After

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@@ -371,29 +371,25 @@ namespace Barotrauma
SoundPlayer.PlayDamageSound(damageSoundType, amount, position);
}
//Bleeding += bleedingAmount;
//Damage += amount;
float bloodAmount = hitArmor || bleedingAmount <= 0.0f ? 0 : (int)Math.Min((int)(amount * 2.0f), 20);
float bloodAmount = hitArmor || bleedingAmount<=0.0f ? 0 : (int)Math.Min((int)(amount * 2.0f), 20);
for (int i = 0; i < bloodAmount; i++)
{
Vector2 particleVel = SimPosition - position;
Vector2 particleVel = WorldPosition - position;
if (particleVel != Vector2.Zero) particleVel = Vector2.Normalize(particleVel);
GameMain.ParticleManager.CreateParticle("blood",
WorldPosition,
particleVel * Rand.Range(100.0f, 300.0f), 0.0f, character.AnimController.CurrentHull);
}
for (int i = 0; i < bloodAmount / 2; i++)
{
GameMain.ParticleManager.CreateParticle("waterblood", WorldPosition, Vector2.Zero, 0.0f, character.AnimController.CurrentHull);
if (i < bloodAmount / 5)
{
GameMain.ParticleManager.CreateParticle("waterblood", WorldPosition, Rand.Vector(10), 0.0f, character.AnimController.CurrentHull);
}
}
damage += Math.Max(amount,bleedingAmount) / character.MaxHealth * 100.0f;
return new AttackResult(amount, bleedingAmount, hitArmor);
}