38f1ddb...178a853: v0.8.9.1, removed content folder
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@@ -20,6 +20,10 @@ namespace Barotrauma.Particles
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[Editable(0.0f, float.MaxValue, ToolTip = "How many seconds the particle remains alive."), Serialize(5.0f, false)]
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public float LifeTime { get; private set; }
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[Editable(ToolTip = "How long it takes for the particle to appear after spawning it."), Serialize(0.0f, false)]
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public float StartDelayMin { get; private set; }
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[Editable(ToolTip = "How long it takes for the particle to appear after spawning it."), Serialize(0.0f, false)]
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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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@@ -119,7 +123,7 @@ namespace Barotrauma.Particles
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public float CollisionRadius { get; private set; }
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[Editable(ToolTip = "Does the particle collide with the walls of the submarine and the level."), Serialize(false, false)]
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public bool CollidesWithWalls { get; private set; }
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public bool UseCollision { get; private set; }
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[Editable(ToolTip = "Does the particle disappear when it collides with something."), Serialize(false, false)]
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public bool DeleteOnCollision { get; private set; }
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@@ -153,15 +157,12 @@ namespace Barotrauma.Particles
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//rendering -----------------------------------------
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[Editable(ToolTip = "The initial color of the particle"), Serialize("1.0,1.0,1.0,1.0", false)]
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[Editable(ToolTip = "The initial color of the particle."), Serialize("1.0,1.0,1.0,1.0", false)]
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public Color StartColor { get; private set; }
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[Editable(ToolTip = "The initial alpha value of the particle"), Serialize(1.0f, false)]
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public float StartAlpha { get; private set; }
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[Editable(ToolTip = "How much the color of the particle changes per second."), Serialize("0.0,0.0,0.0,0.0", false)]
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public Vector4 ColorChange { get; private set; }
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[Editable(ToolTip = "The color of the particle at the end of its lifetime."), Serialize("1.0,1.0,1.0,1.0", false)]
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public Color EndColor { get; private set; }
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[Editable(ToolTip = "Should the particle be rendered in air, water or both."), Serialize(DrawTargetType.Air, false)]
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public DrawTargetType DrawTarget { get; private set; }
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@@ -177,7 +178,7 @@ namespace Barotrauma.Particles
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public bool LoopAnim { get; private set; }
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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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