Particle system improvements:
- particles can collide with the outer walls of the sub - drag + waterdrag parameters - fixed particles "twitching" when the submarine is moving fast - submarine velocity only affects the initial velocity of the particles (i.e. accelerating the sub doesn't automatically accelerate them)
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@@ -444,6 +444,18 @@ namespace Barotrauma
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float wallImpact = Vector2.Dot(Velocity, -collisionNormal);
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ApplyImpact(wallImpact, -collisionNormal, contact);
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Vector2 n;
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FixedArray2<Vector2> particlePos;
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contact.GetWorldManifold(out n, out particlePos);
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int particleAmount = (int)(wallImpact*10.0f);
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for (int i = 0; i < particleAmount; i++)
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{
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var particle = GameMain.ParticleManager.CreateParticle("iceshards",
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ConvertUnits.ToDisplayUnits(particlePos[0]) + Rand.Vector(Rand.Range(1.0f, 50.0f)),
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Rand.Vector(Rand.Range(50.0f,500.0f)) + Velocity);
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}
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return true;
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}
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