- The emission rate of ParticleEmitters can be set as particles per second (instead of particles per frame).

- Particles that are outside the sub aren't visible inside hulls even if they overlap with the sub.
- ParticleManager takes the movement of the particles into account when determining which particles to cull. For example, a particle that will move upwards can be emitted even if it's below the camera view.
This commit is contained in:
Joonas Rikkonen
2017-08-20 19:05:25 +03:00
parent 3c0f099448
commit 4a460ff150
9 changed files with 94 additions and 38 deletions
@@ -8,7 +8,7 @@ namespace Barotrauma
{
private Sound sound;
private ParticleEmitterPrefab particleEmitterPrefab;
private ParticleEmitter particleEmitterPrefab;
partial void InitProjSpecific(XElement element)
{
@@ -23,18 +23,18 @@ namespace Barotrauma
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "particleemitter":
particleEmitterPrefab = new ParticleEmitterPrefab(subElement);
particleEmitterPrefab = new ParticleEmitter(subElement);
break;
}
}
}
partial void DamageParticles(Vector2 worldPosition)
partial void DamageParticles(float deltaTime, Vector2 worldPosition)
{
if (particleEmitterPrefab != null)
{
particleEmitterPrefab.Emit(worldPosition);
particleEmitterPrefab.Emit(deltaTime, worldPosition);
}
if (sound != null)