Unstable 0.15.15.0 (and the one before it I forgor)
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@@ -106,8 +106,12 @@ namespace Barotrauma.Particles
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public void Init(ParticlePrefab prefab, Vector2 position, Vector2 speed, float rotation, Hull hullGuess = null, bool drawOnTop = false, float collisionIgnoreTimer = 0f, Tuple<Vector2, Vector2> tracerPoints = null)
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{
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this.prefab = prefab;
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#if DEBUG
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debugName = $"Particle ({prefab.Name})";
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#else
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//don't instantiate new string objects in release builds
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debugName = prefab.Name;
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#endif
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spriteIndex = Rand.Int(prefab.Sprites.Count);
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animState = 0;
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@@ -188,11 +188,14 @@ namespace Barotrauma.Particles
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var particlePrefab = overrideParticle ?? Prefab.ParticlePrefab;
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if (particlePrefab == null) { return; }
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angle += Rand.Range(Prefab.Properties.AngleMinRad, Prefab.Properties.AngleMaxRad);
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Vector2 dir = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle));
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Vector2 velocity = dir * Rand.Range(Prefab.Properties.VelocityMin, Prefab.Properties.VelocityMax) * velocityMultiplier;
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position += dir * Rand.Range(Prefab.Properties.DistanceMin, Prefab.Properties.DistanceMax);
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Vector2 velocity = Vector2.Zero;
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if (!MathUtils.NearlyEqual(Prefab.Properties.VelocityMax * velocityMultiplier, 0.0f) || !MathUtils.NearlyEqual(Prefab.Properties.DistanceMax, 0.0f))
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{
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angle += Rand.Range(Prefab.Properties.AngleMinRad, Prefab.Properties.AngleMaxRad);
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Vector2 dir = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle));
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velocity = dir * Rand.Range(Prefab.Properties.VelocityMin, Prefab.Properties.VelocityMax) * velocityMultiplier;
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position += dir * Rand.Range(Prefab.Properties.DistanceMin, Prefab.Properties.DistanceMax);
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}
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var particle = GameMain.ParticleManager.CreateParticle(particlePrefab, position, velocity, particleRotation, hullGuess, Prefab.DrawOnTop, tracerPoints: tracerPoints);
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@@ -167,8 +167,8 @@ namespace Barotrauma.Particles
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if (minPos.X > expandedViewRect.Right || maxPos.X < expandedViewRect.X) { return null; }
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if (minPos.Y > expandedViewRect.Y || maxPos.Y < expandedViewRect.Y - expandedViewRect.Height) { return null; }
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if (particles[particleCount] == null) particles[particleCount] = new Particle();
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if (particles[particleCount] == null) { particles[particleCount] = new Particle(); }
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particles[particleCount].Init(prefab, position, velocity, rotation, hullGuess, drawOnTop, collisionIgnoreTimer, tracerPoints: tracerPoints);
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