v0.14.6.0
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@@ -53,6 +53,10 @@ namespace Barotrauma.Particles
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[Editable(0.0f, float.MaxValue), Serialize(5.0f, false, description: "How many seconds the particle remains alive.")]
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public float LifeTime { get; private set; }
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[Editable(0.0f, float.MaxValue), Serialize(0.0f, false, description: "Will randomize lifetime value between lifetime and lifetimeMin. If left to 0 will use only lifetime value.")]
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public float LifeTimeMin { get; private set; }
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[Editable, Serialize(0.0f, false, description: "How long it takes for the particle to appear after spawning it.")]
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public float StartDelayMin { get; private set; }
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[Editable, Serialize(0.0f, false, description: "How long it takes for the particle to appear after spawning it.")]
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@@ -118,10 +122,10 @@ namespace Barotrauma.Particles
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[Editable, Serialize(false, false, description: "Should the particle face the direction it's moving towards.")]
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public bool RotateToDirection { get; private set; }
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[Editable, Serialize(0.0f, false, description: "Drag applied to the particle when it's moving through air.")]
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[Editable(0.0f, float.MaxValue, DecimalCount = 3), Serialize(0.0f, false, description: "Drag applied to the particle when it's moving through air.")]
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public float Drag { get; private set; }
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[Editable, Serialize(0.0f, false, description: "Drag applied to the particle when it's moving through water.")]
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[Editable(0.0f, float.MaxValue, DecimalCount = 3), Serialize(0.0f, false, description: "Drag applied to the particle when it's moving through water.")]
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public float WaterDrag { get; private set; }
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private Vector2 velocityChange;
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@@ -193,8 +197,14 @@ namespace Barotrauma.Particles
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[Editable, Serialize("1.0,1.0,1.0,1.0", false, description: "The initial color of the particle.")]
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public Color StartColor { get; private set; }
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[Editable, Serialize("1.0,1.0,1.0,1.0", false, description: "The initial color of the particle.")]
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public Color MiddleColor { get; private set; }
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[Editable, Serialize("1.0,1.0,1.0,1.0", false, description: "The color of the particle at the end of its lifetime.")]
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public Color EndColor { get; private set; }
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[Editable, Serialize(false, false, description: "If true the color will go from StartColor to EndcColor and back to StartColor.")]
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public bool UseMiddleColor { get; private set; }
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[Editable, Serialize(DrawTargetType.Air, false, description: "Should the particle be rendered in air, water or both.")]
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public DrawTargetType DrawTarget { get; private set; }
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@@ -289,7 +299,7 @@ namespace Barotrauma.Particles
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StartRotationMin = element.GetAttributeFloat("startrotation", 0.0f);
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StartRotationMax = StartRotationMin;
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}
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if (CollisionRadius <= 0.0f) CollisionRadius = Sprites.Count > 0 ? 1 : Sprites[0].SourceRect.Width / 2.0f;
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}
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