Particle additions:
- Support for subemitters (= particles can emit particles). - Option to set a different velocity change value for particles in water (can be used to simulate buouancy). - Fixed drag vector & timer not being reset when initializing a particle.
This commit is contained in:
@@ -293,6 +293,7 @@ namespace Barotrauma
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yield return CoroutineStatus.Running;
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ParticleManager = new ParticleManager("Content/Particles/ParticlePrefabs.xml", GameScreen.Cam);
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ParticleManager.LoadPrefabs();
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DecalManager = new DecalManager("Content/Particles/DecalPrefabs.xml");
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yield return CoroutineStatus.Running;
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@@ -38,6 +38,7 @@ namespace Barotrauma.Particles
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private float lifeTime;
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private Vector2 velocityChange;
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private Vector2 velocityChangeWater;
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private Vector2 drawPosition;
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private float drawRotation;
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@@ -46,6 +47,8 @@ namespace Barotrauma.Particles
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private List<Gap> hullGaps;
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private List<ParticleEmitter> subEmitters = new List<ParticleEmitter>();
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private float animState;
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private int animFrame;
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@@ -71,6 +74,12 @@ namespace Barotrauma.Particles
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set { velocityChange = value; }
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}
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public Vector2 VelocityChangeWater
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{
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get { return velocityChangeWater; }
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set { velocityChangeWater = value; }
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}
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public Vector2 Velocity
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{
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get { return velocity; }
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@@ -90,6 +99,8 @@ namespace Barotrauma.Particles
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animState = 0;
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animFrame = 0;
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dragWait = 0;
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dragVec = Vector2.Zero;
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currentHull = Hull.FindHull(position, hullGuess);
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@@ -121,9 +132,16 @@ namespace Barotrauma.Particles
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alpha = prefab.StartAlpha;
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velocityChange = prefab.VelocityChangeDisplay;
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velocityChangeWater = prefab.VelocityChangeWaterDisplay;
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OnChangeHull = null;
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subEmitters.Clear();
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foreach (ParticleEmitterPrefab emitterPrefab in prefab.SubEmitters)
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{
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subEmitters.Add(new ParticleEmitter(emitterPrefab));
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}
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if (prefab.DeleteOnCollision || prefab.CollidesWithWalls)
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{
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hullGaps = currentHull == null ? new List<Gap>() : currentHull.ConnectedGaps;
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@@ -158,19 +176,26 @@ namespace Barotrauma.Particles
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rotation += angularVelocity * deltaTime;
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}
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if (prefab.WaterDrag > 0.0f &&
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(currentHull == null || (currentHull.Submarine != null && position.Y - currentHull.Submarine.DrawPosition.Y < currentHull.Surface)))
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bool inWater = (currentHull == null || (currentHull.Submarine != null && position.Y - currentHull.Submarine.DrawPosition.Y < currentHull.Surface));
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if (inWater)
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{
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ApplyDrag(prefab.WaterDrag, deltaTime);
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velocity.X += velocityChangeWater.X * deltaTime;
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velocity.Y += velocityChangeWater.Y * deltaTime;
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if (prefab.WaterDrag > 0.0f)
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{
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ApplyDrag(prefab.WaterDrag, deltaTime);
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}
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}
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else if (prefab.Drag > 0.0f)
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else
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{
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ApplyDrag(prefab.Drag, deltaTime);
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velocity.X += velocityChange.X * deltaTime;
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velocity.Y += velocityChange.Y * deltaTime;
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if (prefab.Drag > 0.0f)
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{
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ApplyDrag(prefab.Drag, deltaTime);
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}
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}
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velocity.X += velocityChange.X * deltaTime;
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velocity.Y += velocityChange.Y * deltaTime;
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size.X += sizeChange.X * deltaTime;
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size.Y += sizeChange.Y * deltaTime;
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@@ -191,6 +216,11 @@ namespace Barotrauma.Particles
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lifeTime -= deltaTime;
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if (lifeTime <= 0.0f || alpha <= 0.0f || size.X <= 0.0f || size.Y <= 0.0f) return false;
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foreach (ParticleEmitter emitter in subEmitters)
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{
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emitter.Emit(deltaTime, position, currentHull);
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}
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if (!prefab.DeleteOnCollision && !prefab.CollidesWithWalls) return true;
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if (currentHull == null)
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@@ -200,8 +230,7 @@ namespace Barotrauma.Particles
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{
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if (prefab.DeleteOnCollision) return false;
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OnWallCollisionOutside(collidedHull);
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}
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}
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}
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else
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{
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@@ -280,9 +309,12 @@ namespace Barotrauma.Particles
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return;
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}
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if (Math.Abs(velocity.X) < 0.0001f && Math.Abs(velocity.Y) < 0.0001f) return;
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//TODO: some better way to handle particle drag
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//this doesn't work that well because the drag vector is only updated every 0.5 seconds, allowing the particle to accelerate way more than it should
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//(e.g. a falling particle can freely accelerate for 0.5 seconds before the drag takes effect)
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dragWait--;
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if (dragWait<=0)
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if (dragWait <= 0)
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{
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dragWait = 30;
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@@ -32,13 +32,11 @@ namespace Barotrauma.Particles
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this.cam = cam;
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particles = new Particle[MaxParticles];
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LoadPrefabs(configFile);
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}
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public void LoadPrefabs(string file)
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public void LoadPrefabs()
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{
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XDocument doc = XMLExtensions.TryLoadXml(file);
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XDocument doc = XMLExtensions.TryLoadXml(ConfigFile);
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if (doc == null || doc.Root == null) return;
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prefabs = new Dictionary<string, ParticlePrefab>();
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@@ -47,7 +45,7 @@ namespace Barotrauma.Particles
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{
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if (prefabs.ContainsKey(element.Name.ToString()))
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{
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DebugConsole.ThrowError("Error in " + file + "! Each particle prefab must have a unique name.");
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DebugConsole.ThrowError("Error in " + ConfigFile + "! Each particle prefab must have a unique name.");
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continue;
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}
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prefabs.Add(element.Name.ToString(), new ParticlePrefab(element));
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@@ -101,6 +101,20 @@ namespace Barotrauma.Particles
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}
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}
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private Vector2 velocityChangeWater;
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public Vector2 VelocityChangeWaterDisplay { get; private set; }
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[Editable(ToolTip = "How much the velocity of the particle changes per second when in water."), Serialize("0.0,0.0", false)]
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public Vector2 VelocityChangeWater
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{
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get { return velocityChangeWater; }
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private set
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{
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velocityChangeWater = value;
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VelocityChangeWaterDisplay = ConvertUnits.ToDisplayUnits(value);
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}
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}
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[Editable(0.0f, 10000.0f, ToolTip = "Drag applied to the particle when it's moving through water."), Serialize(0.0f, false)]
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public float CollisionRadius { get; private set; }
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@@ -164,6 +178,8 @@ namespace Barotrauma.Particles
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//----------------------------------------------------
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public readonly List<ParticleEmitterPrefab> SubEmitters = new List<ParticleEmitterPrefab>();
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public Dictionary<string, SerializableProperty> SerializableProperties
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{
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get;
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@@ -191,9 +207,20 @@ namespace Barotrauma.Particles
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case "animatedsprite":
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Sprites.Add(new SpriteSheet(subElement));
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break;
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case "particleemitter":
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case "emitter":
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case "subemitter":
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SubEmitters.Add(new ParticleEmitterPrefab(subElement));
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break;
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}
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}
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//if velocity change in water is not given, it defaults to the normal velocity change
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if (element.Attribute("velocitychangewater") == null)
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{
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VelocityChangeWater = VelocityChange;
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}
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if (element.Attribute("angularvelocity") != null)
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{
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AngularVelocityMin = element.GetAttributeFloat("angularvelocity", 0.0f);
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@@ -16,7 +16,9 @@ namespace Barotrauma
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{
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public float EmitTimer;
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[Editable(), Serialize("0.0,0.0", false)]
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public float BurstTimer;
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[Editable(), Serialize("0.0,360.0", false)]
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public Vector2 AngleRange { get; private set; }
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[Editable(), Serialize("0.0,0.0", false)]
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@@ -26,8 +28,12 @@ namespace Barotrauma
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public Vector2 ScaleRange { get; private set; }
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[Editable(), Serialize(0, false)]
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public int ParticleAmount { get; private set; }
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[Editable(), Serialize(0.0f, false)]
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public int ParticleBurstAmount { get; private set; }
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[Editable(), Serialize(1.0f, false)]
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public float ParticleBurstInterval { get; private set; }
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[Editable(), Serialize(1.0f, false)]
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public float ParticlesPerSecond { get; private set; }
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public string Name
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@@ -46,6 +52,11 @@ namespace Barotrauma
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public Emitter()
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{
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ScaleRange = Vector2.One;
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AngleRange = new Vector2(0.0f, 360.0f);
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ParticleBurstAmount = 1;
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ParticleBurstInterval = 1.0f;
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SerializableProperties = SerializableProperty.GetProperties(this);
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}
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}
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@@ -210,6 +221,8 @@ namespace Barotrauma
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if (selectedPrefab != null)
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{
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emitter.EmitTimer += (float)deltaTime;
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emitter.BurstTimer += (float)deltaTime;
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if (emitter.ParticlesPerSecond > 0)
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{
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@@ -221,10 +234,15 @@ namespace Barotrauma
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}
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}
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for (int i = 0; i < emitter.ParticleAmount; i++)
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if (emitter.BurstTimer > emitter.ParticleBurstInterval)
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{
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Emit(Vector2.Zero);
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for (int i = 0; i < emitter.ParticleBurstAmount; i++)
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{
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Emit(Vector2.Zero);
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}
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emitter.BurstTimer = 0.0f;
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}
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}
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GameMain.ParticleManager.Update((float)deltaTime);
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