Unstable 0.17.0.0
This commit is contained in:
@@ -17,7 +17,7 @@ namespace Barotrauma.Particles
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public float AngleMinRad { get; private set; }
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public float AngleMaxRad { get; private set; }
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[Editable(ValueStep = 1, DecimalCount = 2, MaxValueFloat = 360, MinValueFloat = -360f), Serialize(0f, true)]
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[Editable(ValueStep = 1, DecimalCount = 2, MaxValueFloat = 360, MinValueFloat = -360f), Serialize(0f, IsPropertySaveable.Yes)]
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public float AngleMin
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{
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get => angleMin;
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@@ -28,7 +28,7 @@ namespace Barotrauma.Particles
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}
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}
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[Editable(ValueStep = 1, DecimalCount = 2, MaxValueFloat = 360, MinValueFloat = -360f), Serialize(0f, true)]
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[Editable(ValueStep = 1, DecimalCount = 2, MaxValueFloat = 360, MinValueFloat = -360f), Serialize(0f, IsPropertySaveable.Yes)]
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public float AngleMax
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{
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get => angleMax;
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@@ -39,77 +39,77 @@ namespace Barotrauma.Particles
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}
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}
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[Editable(ValueStep = 1, DecimalCount = 2, MaxValueFloat = MaxValue, MinValueFloat = MinValue), Serialize(0f, true)]
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[Editable(ValueStep = 1, DecimalCount = 2, MaxValueFloat = MaxValue, MinValueFloat = MinValue), Serialize(0f, IsPropertySaveable.Yes)]
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public float DistanceMin { get; set; }
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[Editable(ValueStep = 1, DecimalCount = 2, MaxValueFloat = MaxValue, MinValueFloat = MinValue), Serialize(0f, true)]
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[Editable(ValueStep = 1, DecimalCount = 2, MaxValueFloat = MaxValue, MinValueFloat = MinValue), Serialize(0f, IsPropertySaveable.Yes)]
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public float DistanceMax { get; set; }
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[Editable(ValueStep = 1, DecimalCount = 2, MaxValueFloat = MaxValue, MinValueFloat = MinValue), Serialize(0f, true)]
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[Editable(ValueStep = 1, DecimalCount = 2, MaxValueFloat = MaxValue, MinValueFloat = MinValue), Serialize(0f, IsPropertySaveable.Yes)]
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public float VelocityMin { get; set; }
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[Editable(ValueStep = 1, DecimalCount = 2, MaxValueFloat = MaxValue, MinValueFloat = MinValue), Serialize(0f, true)]
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[Editable(ValueStep = 1, DecimalCount = 2, MaxValueFloat = MaxValue, MinValueFloat = MinValue), Serialize(0f, IsPropertySaveable.Yes)]
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public float VelocityMax { get; set; }
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[Editable(ValueStep = 1, DecimalCount = 2, MaxValueFloat = 100.0f, MinValueFloat = 0.0f), Serialize(1f, true)]
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[Editable(ValueStep = 1, DecimalCount = 2, MaxValueFloat = 100.0f, MinValueFloat = 0.0f), Serialize(1f, IsPropertySaveable.Yes)]
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public float ScaleMin { get; set; }
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[Editable(ValueStep = 1, DecimalCount = 2, MaxValueFloat = 100.0f, MinValueFloat = 0.0f), Serialize(1f, true)]
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[Editable(ValueStep = 1, DecimalCount = 2, MaxValueFloat = 100.0f, MinValueFloat = 0.0f), Serialize(1f, IsPropertySaveable.Yes)]
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public float ScaleMax { get; set; }
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[Editable(), Serialize("1,1", true)]
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[Editable(), Serialize("1,1", IsPropertySaveable.Yes)]
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public Vector2 ScaleMultiplier { get; set; }
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[Editable(ValueStep = 1, DecimalCount = 2, MaxValueFloat = 100.0f, MinValueFloat = 0.0f), Serialize(0f, true)]
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[Editable(ValueStep = 1, DecimalCount = 2, MaxValueFloat = 100.0f, MinValueFloat = 0.0f), Serialize(0f, IsPropertySaveable.Yes)]
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public float EmitInterval { get; set; }
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[Editable(ValueStep = 1, MinValueInt = 0, MaxValueInt = 1000), Serialize(0, true, description: "The number of particles to spawn per frame, or every x seconds if EmitInterval is set.")]
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[Editable(ValueStep = 1, MinValueInt = 0, MaxValueInt = 1000), Serialize(0, IsPropertySaveable.Yes, description: "The number of particles to spawn per frame, or every x seconds if EmitInterval is set.")]
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public int ParticleAmount { get; set; }
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[Editable(ValueStep = 1, DecimalCount = 2, MaxValueFloat = 1000.0f, MinValueFloat = 0.0f), Serialize(0f, true)]
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[Editable(ValueStep = 1, DecimalCount = 2, MaxValueFloat = 1000.0f, MinValueFloat = 0.0f), Serialize(0f, IsPropertySaveable.Yes)]
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public float ParticlesPerSecond { get; set; }
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[Editable(ValueStep = 1, DecimalCount = 2, MaxValueFloat = 10.0f, MinValueFloat = 0.0f), Serialize(0f, true, description: "If larger than 0, a particle is spawned every x pixels across the ray cast by a hitscan weapon.")]
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[Editable(ValueStep = 1, DecimalCount = 2, MaxValueFloat = 10.0f, MinValueFloat = 0.0f), Serialize(0f, IsPropertySaveable.Yes, description: "If larger than 0, a particle is spawned every x pixels across the ray cast by a hitscan weapon.")]
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public float EmitAcrossRayInterval { get; set; }
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[Editable(ValueStep = 1, DecimalCount = 2, MaxValueFloat = 100.0f, MinValueFloat = 0.0f), Serialize(0f, true, description: "Delay before the emitter becomes active after being created.")]
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[Editable(ValueStep = 1, DecimalCount = 2, MaxValueFloat = 100.0f, MinValueFloat = 0.0f), Serialize(0f, IsPropertySaveable.Yes, description: "Delay before the emitter becomes active after being created.")]
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public float InitialDelay { get; set; }
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[Editable, Serialize(false, true)]
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[Editable, Serialize(false, IsPropertySaveable.Yes)]
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public bool HighQualityCollisionDetection { get; set; }
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[Editable, Serialize(false, true)]
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[Editable, Serialize(false, IsPropertySaveable.Yes)]
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public bool CopyEntityAngle { get; set; }
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[Editable, Serialize("1,1,1,1", true)]
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[Editable, Serialize("1,1,1,1", IsPropertySaveable.Yes)]
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public Color ColorMultiplier { get; set; }
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[Editable, Serialize(false, true)]
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[Editable, Serialize(false, IsPropertySaveable.Yes)]
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public bool DrawOnTop { get; set; }
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[Serialize(0f, true)]
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[Serialize(0f, IsPropertySaveable.Yes)]
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public float Angle
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{
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get => AngleMin;
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set => AngleMin = AngleMax = value;
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}
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[Serialize(0f, true)]
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[Serialize(0f, IsPropertySaveable.Yes)]
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public float Distance
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{
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get => DistanceMin;
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set => DistanceMin = DistanceMax = value;
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}
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[Serialize(0f, true)]
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[Serialize(0f, IsPropertySaveable.Yes)]
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public float Velocity
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{
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get => VelocityMin;
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set => VelocityMin = VelocityMax = value;
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}
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public Dictionary<string, SerializableProperty> SerializableProperties { get; }
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public Dictionary<Identifier, SerializableProperty> SerializableProperties { get; }
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public ParticleEmitterProperties(XElement element)
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{
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@@ -125,7 +125,7 @@ namespace Barotrauma.Particles
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public readonly ParticleEmitterPrefab Prefab;
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public ParticleEmitter(XElement element)
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public ParticleEmitter(ContentXElement element)
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{
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Prefab = new ParticleEmitterPrefab(element);
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}
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@@ -253,40 +253,24 @@ namespace Barotrauma.Particles
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class ParticleEmitterPrefab
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{
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private string particlePrefabName;
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private readonly Identifier particlePrefabName;
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private ParticlePrefab particlePrefab;
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public ParticlePrefab ParticlePrefab
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{
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get
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{
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if (particlePrefab == null && particlePrefabName != null)
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{
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particlePrefab = GameMain.ParticleManager?.FindPrefab(particlePrefabName);
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if (particlePrefab == null)
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{
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DebugConsole.ThrowError($"Failed to find particle prefab \"{particlePrefabName}\".");
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particlePrefabName = null;
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}
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}
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return particlePrefab;
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}
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}
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public ParticlePrefab ParticlePrefab => ParticlePrefab.Prefabs[particlePrefabName];
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public readonly ParticleEmitterProperties Properties;
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public bool DrawOnTop => Properties.DrawOnTop || ParticlePrefab.DrawOnTop;
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public ParticleEmitterPrefab(XElement element)
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public ParticleEmitterPrefab(ContentXElement element)
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{
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Properties = new ParticleEmitterProperties(element);
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particlePrefabName = element.GetAttributeString("particle", "");
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particlePrefabName = element.GetAttributeIdentifier("particle", "");
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}
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public ParticleEmitterPrefab(ParticlePrefab prefab, ParticleEmitterProperties properties)
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{
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Properties = properties;
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particlePrefab = prefab;
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particlePrefabName = prefab.Identifier;
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}
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}
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}
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@@ -44,8 +44,6 @@ namespace Barotrauma.Particles
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}
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private Particle[] particles;
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public readonly PrefabCollection<ParticlePrefab> Prefabs = new PrefabCollection<ParticlePrefab>();
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private Camera cam;
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public Camera Camera
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@@ -58,62 +56,9 @@ namespace Barotrauma.Particles
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{
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this.cam = cam;
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MaxParticles = GameMain.Config.ParticleLimit;
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MaxParticles = GameSettings.CurrentConfig.Graphics.ParticleLimit;
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}
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public void LoadPrefabs()
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{
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foreach (ContentFile configFile in GameMain.Instance.GetFilesOfType(ContentType.Particles))
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{
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LoadPrefabsFromFile(configFile);
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}
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}
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public void LoadPrefabsFromFile(ContentFile configFile)
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{
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var particleElements = new Dictionary<string, XElement>();
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XDocument doc = XMLExtensions.TryLoadXml(configFile.Path);
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if (doc == null) { return; }
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bool allowOverriding = false;
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var mainElement = doc.Root;
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if (doc.Root.IsOverride())
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{
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mainElement = doc.Root.FirstElement();
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allowOverriding = true;
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}
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foreach (XElement sourceElement in mainElement.Elements())
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{
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var element = sourceElement.IsOverride() ? sourceElement.FirstElement() : sourceElement;
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string name = element.Name.ToString().ToLowerInvariant();
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if (Prefabs.ContainsKey(name) || particleElements.ContainsKey(name))
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{
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if (allowOverriding || sourceElement.IsOverride())
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{
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DebugConsole.NewMessage($"Overriding the existing particle prefab '{name}' using the file '{configFile.Path}'", Color.Yellow);
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}
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else
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{
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DebugConsole.ThrowError($"Error in '{configFile.Path}': Duplicate particle prefab '{name}' found in '{configFile.Path}'! Each particle prefab must have a unique name. " +
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"Use <override></override> tags to override prefabs.");
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continue;
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}
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}
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particleElements.Add(name, element);
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}
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foreach (var kvp in particleElements)
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{
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Prefabs.Add(new ParticlePrefab(kvp.Value, configFile), allowOverriding);
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}
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}
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public void RemovePrefabsByFile(string configFile)
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{
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Prefabs.RemoveByFile(configFile);
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}
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public Particle CreateParticle(string prefabName, Vector2 position, float angle, float speed, Hull hullGuess = null, float collisionIgnoreTimer = 0f, Tuple<Vector2, Vector2> tracerPoints = null)
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{
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return CreateParticle(prefabName, position, new Vector2((float)Math.Cos(angle), (float)-Math.Sin(angle)) * speed, angle, hullGuess, collisionIgnoreTimer, tracerPoints: tracerPoints);
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@@ -179,12 +124,12 @@ namespace Barotrauma.Particles
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public List<ParticlePrefab> GetPrefabList()
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{
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return Prefabs.ToList();
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return ParticlePrefab.Prefabs.ToList();
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}
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public ParticlePrefab FindPrefab(string prefabName)
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{
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return Prefabs.Find(p => p.Identifier.Equals(prefabName, StringComparison.OrdinalIgnoreCase));
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return ParticlePrefab.Prefabs.Find(p => p.Identifier == prefabName);
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}
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private void RemoveParticle(int index)
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@@ -211,7 +156,7 @@ namespace Barotrauma.Particles
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public void Update(float deltaTime)
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{
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MaxParticles = GameMain.Config.ParticleLimit;
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MaxParticles = GameSettings.CurrentConfig.Graphics.ParticleLimit;
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for (int i = 0; i < particleCount; i++)
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{
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@@ -6,13 +6,15 @@ using System.Xml.Linq;
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namespace Barotrauma.Particles
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{
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class ParticlePrefab : IPrefab, IDisposable, ISerializableEntity
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class ParticlePrefab : Prefab, ISerializableEntity
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{
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public static readonly PrefabCollection<ParticlePrefab> Prefabs = new PrefabCollection<ParticlePrefab>();
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public enum DrawTargetType { Air = 1, Water = 2, Both = 3 }
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public readonly List<Sprite> Sprites;
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public void Dispose()
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public override void Dispose()
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{
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GameMain.ParticleManager?.RemoveByPrefab(this);
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foreach (Sprite spr in Sprites)
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@@ -22,51 +24,25 @@ namespace Barotrauma.Particles
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Sprites.Clear();
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}
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public string Name
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{
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get;
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private set;
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}
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public string FilePath
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{
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get;
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private set;
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}
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public string OriginalName { get { return Name; } }
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public string Identifier { get { return Name; } }
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public ContentPackage ContentPackage
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{
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get;
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private set;
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}
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public string DisplayName
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{
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get;
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private set;
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}
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[Editable(0.0f, float.MaxValue), Serialize(5.0f, false, description: "How many seconds the particle remains alive.")]
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public string Name => Identifier.Value;
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[Editable(0.0f, float.MaxValue), Serialize(5.0f, IsPropertySaveable.No, description: "How many seconds the particle remains alive.")]
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public float LifeTime { get; private set; }
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[Editable(0.0f, float.MaxValue), Serialize(0.0f, false, description: "Will randomize lifetime value between lifetime and lifetimeMin. If left to 0 will use only lifetime value.")]
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[Editable(0.0f, float.MaxValue), Serialize(0.0f, IsPropertySaveable.No, description: "Will randomize lifetime value between lifetime and lifetimeMin. If left to 0 will use only lifetime value.")]
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public float LifeTimeMin { get; private set; }
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[Editable, Serialize(0.0f, false, description: "How long it takes for the particle to appear after spawning it.")]
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[Editable, Serialize(0.0f, IsPropertySaveable.No, description: "How long it takes for the particle to appear after spawning it.")]
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public float StartDelayMin { get; private set; }
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[Editable, Serialize(0.0f, false, description: "How long it takes for the particle to appear after spawning it.")]
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[Editable, Serialize(0.0f, IsPropertySaveable.No, description: "How long it takes for the particle to appear after spawning it.")]
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public float StartDelayMax { get; private set; }
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//movement -----------------------------------------
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private float angularVelocityMin;
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public float AngularVelocityMinRad { get; private set; }
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[Editable, Serialize(0.0f, false)]
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[Editable, Serialize(0.0f, IsPropertySaveable.No)]
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public float AngularVelocityMin
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{
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get { return angularVelocityMin; }
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@@ -80,7 +56,7 @@ namespace Barotrauma.Particles
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private float angularVelocityMax;
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public float AngularVelocityMaxRad { get; private set; }
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[Editable, Serialize(0.0f, false)]
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[Editable, Serialize(0.0f, IsPropertySaveable.No)]
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public float AngularVelocityMax
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{
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get { return angularVelocityMax; }
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@@ -94,7 +70,7 @@ namespace Barotrauma.Particles
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private float startRotationMin;
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public float StartRotationMinRad { get; private set; }
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[Editable, Serialize(0.0f, false, description: "The minimum initial rotation of the particle (in degrees).")]
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[Editable, Serialize(0.0f, IsPropertySaveable.No, description: "The minimum initial rotation of the particle (in degrees).")]
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public float StartRotationMin
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{
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get { return startRotationMin; }
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@@ -108,7 +84,7 @@ namespace Barotrauma.Particles
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private float startRotationMax;
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public float StartRotationMaxRad { get; private set; }
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[Editable, Serialize(0.0f, false, description: "The maximum initial rotation of the particle (in degrees).")]
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[Editable, Serialize(0.0f, IsPropertySaveable.No, description: "The maximum initial rotation of the particle (in degrees).")]
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public float StartRotationMax
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{
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get { return startRotationMax; }
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@@ -119,19 +95,19 @@ namespace Barotrauma.Particles
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||||
}
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||||
}
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[Editable, Serialize(false, false, description: "Should the particle face the direction it's moving towards.")]
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[Editable, Serialize(false, IsPropertySaveable.No, description: "Should the particle face the direction it's moving towards.")]
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public bool RotateToDirection { get; private set; }
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[Editable(0.0f, float.MaxValue, DecimalCount = 3), Serialize(0.0f, false, description: "Drag applied to the particle when it's moving through air.")]
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[Editable(0.0f, float.MaxValue, DecimalCount = 3), Serialize(0.0f, IsPropertySaveable.No, description: "Drag applied to the particle when it's moving through air.")]
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public float Drag { get; private set; }
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[Editable(0.0f, float.MaxValue, DecimalCount = 3), Serialize(0.0f, false, description: "Drag applied to the particle when it's moving through water.")]
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[Editable(0.0f, float.MaxValue, DecimalCount = 3), Serialize(0.0f, IsPropertySaveable.No, description: "Drag applied to the particle when it's moving through water.")]
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public float WaterDrag { get; private set; }
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private Vector2 velocityChange;
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public Vector2 VelocityChangeDisplay { get; private set; }
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[Editable, Serialize("0.0,0.0", false, description: "How much the velocity of the particle changes per second.")]
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[Editable, Serialize("0.0,0.0", IsPropertySaveable.No, description: "How much the velocity of the particle changes per second.")]
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public Vector2 VelocityChange
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||||
{
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||||
get { return velocityChange; }
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@@ -145,7 +121,7 @@ namespace Barotrauma.Particles
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private Vector2 velocityChangeWater;
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public Vector2 VelocityChangeWaterDisplay { get; private set; }
|
||||
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||||
[Editable, Serialize("0.0,0.0", false, description: "How much the velocity of the particle changes per second when in water.")]
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||||
[Editable, Serialize("0.0,0.0", IsPropertySaveable.No, description: "How much the velocity of the particle changes per second when in water.")]
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||||
public Vector2 VelocityChangeWater
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||||
{
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||||
get { return velocityChangeWater; }
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||||
@@ -156,78 +132,78 @@ namespace Barotrauma.Particles
|
||||
}
|
||||
}
|
||||
|
||||
[Editable(0.0f, 10000.0f), Serialize(0.0f, false, description: "Radius of the particle's collider. Only has an effect if UseCollision is set to true.")]
|
||||
[Editable(0.0f, 10000.0f), Serialize(0.0f, IsPropertySaveable.No, description: "Radius of the particle's collider. Only has an effect if UseCollision is set to true.")]
|
||||
public float CollisionRadius { get; private set; }
|
||||
|
||||
[Editable, Serialize(false, false, description: "Does the particle collide with the walls of the submarine and the level.")]
|
||||
[Editable, Serialize(false, IsPropertySaveable.No, description: "Does the particle collide with the walls of the submarine and the level.")]
|
||||
public bool UseCollision { get; private set; }
|
||||
|
||||
[Editable, Serialize(false, false, description: "Does the particle disappear when it collides with something.")]
|
||||
[Editable, Serialize(false, IsPropertySaveable.No, description: "Does the particle disappear when it collides with something.")]
|
||||
public bool DeleteOnCollision { get; private set; }
|
||||
|
||||
[Editable(0.0f, 1.0f), Serialize(0.5f, false, description: "The friction coefficient of the particle, i.e. how much it slows down when it's sliding against a surface.")]
|
||||
[Editable(0.0f, 1.0f), Serialize(0.5f, IsPropertySaveable.No, description: "The friction coefficient of the particle, i.e. how much it slows down when it's sliding against a surface.")]
|
||||
public float Friction { get; private set; }
|
||||
|
||||
[Editable(0.0f, 1.0f)]
|
||||
[Serialize(0.5f, false, description: "How much of the particle's velocity is conserved when it collides with something, i.e. the \"bounciness\" of the particle. (1.0 = the particle stops completely).")]
|
||||
[Serialize(0.5f, IsPropertySaveable.No, description: "How much of the particle's velocity is conserved when it collides with something, i.e. the \"bounciness\" of the particle. (1.0 = the particle stops completely).")]
|
||||
public float Restitution { get; private set; }
|
||||
|
||||
//size -----------------------------------------
|
||||
|
||||
[Editable, Serialize("1.0,1.0", false, description: "The minimum initial size of the particle.")]
|
||||
[Editable, Serialize("1.0,1.0", IsPropertySaveable.No, description: "The minimum initial size of the particle.")]
|
||||
public Vector2 StartSizeMin { get; private set; }
|
||||
|
||||
[Editable, Serialize("1.0,1.0", false, description: "The maximum initial size of the particle.")]
|
||||
[Editable, Serialize("1.0,1.0", IsPropertySaveable.No, description: "The maximum initial size of the particle.")]
|
||||
public Vector2 StartSizeMax { get; private set; }
|
||||
|
||||
[Editable, Serialize("0.0,0.0", false, description: "How much the size of the particle changes per second. The rate of growth for each particle is randomize between SizeChangeMin and SizeChangeMax.")]
|
||||
|
||||
[Editable, Serialize("0.0,0.0", IsPropertySaveable.No, description: "How much the size of the particle changes per second. The rate of growth for each particle is randomize between SizeChangeMin and SizeChangeMax.")]
|
||||
public Vector2 SizeChangeMin { get; private set; }
|
||||
|
||||
[Editable, Serialize("0.0,0.0", false, description: "How much the size of the particle changes per second. The rate of growth for each particle is randomize between SizeChangeMin and SizeChangeMax.")]
|
||||
[Editable, Serialize("0.0,0.0", IsPropertySaveable.No, description: "How much the size of the particle changes per second. The rate of growth for each particle is randomize between SizeChangeMin and SizeChangeMax.")]
|
||||
public Vector2 SizeChangeMax { get; private set; }
|
||||
|
||||
[Editable, Serialize(0.0f, false, description: "How many seconds it takes for the particle to grow to it's initial size.")]
|
||||
[Editable, Serialize(0.0f, IsPropertySaveable.No, description: "How many seconds it takes for the particle to grow to it's initial size.")]
|
||||
public float GrowTime { get; private set; }
|
||||
|
||||
//rendering -----------------------------------------
|
||||
|
||||
[Editable, Serialize("1.0,1.0,1.0,1.0", false, description: "The initial color of the particle.")]
|
||||
[Editable, Serialize("1.0,1.0,1.0,1.0", IsPropertySaveable.No, description: "The initial color of the particle.")]
|
||||
public Color StartColor { get; private set; }
|
||||
|
||||
[Editable, Serialize("1.0,1.0,1.0,1.0", false, description: "The initial color of the particle.")]
|
||||
[Editable, Serialize("1.0,1.0,1.0,1.0", IsPropertySaveable.No, description: "The initial color of the particle.")]
|
||||
public Color MiddleColor { get; private set; }
|
||||
|
||||
[Editable, Serialize("1.0,1.0,1.0,1.0", false, description: "The color of the particle at the end of its lifetime.")]
|
||||
[Editable, Serialize("1.0,1.0,1.0,1.0", IsPropertySaveable.No, description: "The color of the particle at the end of its lifetime.")]
|
||||
public Color EndColor { get; private set; }
|
||||
|
||||
[Editable, Serialize(false, false, description: "If true the color will go from StartColor to EndcColor and back to StartColor.")]
|
||||
[Editable, Serialize(false, IsPropertySaveable.No, description: "If true the color will go from StartColor to EndcColor and back to StartColor.")]
|
||||
public bool UseMiddleColor { get; private set; }
|
||||
|
||||
[Editable, Serialize(DrawTargetType.Air, false, description: "Should the particle be rendered in air, water or both.")]
|
||||
[Editable, Serialize(DrawTargetType.Air, IsPropertySaveable.No, description: "Should the particle be rendered in air, water or both.")]
|
||||
public DrawTargetType DrawTarget { get; private set; }
|
||||
|
||||
[Editable, Serialize(false, false, description: "Should the particle be always rendered on top of entities?")]
|
||||
[Editable, Serialize(false, IsPropertySaveable.No, description: "Should the particle be always rendered on top of entities?")]
|
||||
public bool DrawOnTop { get; private set; }
|
||||
|
||||
[Editable, Serialize(ParticleBlendState.AlphaBlend, false, description: "The type of blending to use when rendering the particle.")]
|
||||
[Editable, Serialize(ParticleBlendState.AlphaBlend, IsPropertySaveable.No, description: "The type of blending to use when rendering the particle.")]
|
||||
public ParticleBlendState BlendState { get; private set; }
|
||||
|
||||
[Editable, Serialize(0, false, description: "Particles with a higher priority can replace lower-priority ones if the maximum number of active particles has been reached.")]
|
||||
[Editable, Serialize(0, IsPropertySaveable.No, description: "Particles with a higher priority can replace lower-priority ones if the maximum number of active particles has been reached.")]
|
||||
public int Priority { get; private set; }
|
||||
|
||||
//animation -----------------------------------------
|
||||
|
||||
[Editable(0.0f, float.MaxValue), Serialize(1.0f, false, description: "The duration of the particle's animation cycle (if it's animated).")]
|
||||
[Editable(0.0f, float.MaxValue), Serialize(1.0f, IsPropertySaveable.No, description: "The duration of the particle's animation cycle (if it's animated).")]
|
||||
public float AnimDuration { get; private set; }
|
||||
|
||||
[Editable, Serialize(true, false, description: "Should the sprite animation be looped, or stay at the last frame when the animation finishes.")]
|
||||
[Editable, Serialize(true, IsPropertySaveable.No, description: "Should the sprite animation be looped, or stay at the last frame when the animation finishes.")]
|
||||
public bool LoopAnim { get; private set; }
|
||||
|
||||
//----------------------------------------------------
|
||||
|
||||
public readonly List<ParticleEmitterPrefab> SubEmitters = new List<ParticleEmitterPrefab>();
|
||||
|
||||
public Dictionary<string, SerializableProperty> SerializableProperties
|
||||
public Dictionary<Identifier, SerializableProperty> SerializableProperties
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
@@ -235,18 +211,13 @@ namespace Barotrauma.Particles
|
||||
|
||||
//----------------------------------------------------
|
||||
|
||||
public ParticlePrefab(XElement element, ContentFile file)
|
||||
public ParticlePrefab(ContentXElement element, ContentFile file) : base(file, element.NameAsIdentifier())
|
||||
{
|
||||
Name = element.Name.ToString();
|
||||
FilePath = file.Path;
|
||||
ContentPackage = file.ContentPackage;
|
||||
DisplayName = TextManager.Get("particle." + Name, true) ?? Name;
|
||||
|
||||
Sprites = new List<Sprite>();
|
||||
|
||||
SerializableProperties = SerializableProperty.DeserializeProperties(this, element);
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
foreach (var subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user