Survivalcraft API 1.8.2.3
v1.8.2.3
Survivalcraft 2.4
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FireworksTrailParticleSystem.cs
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1
using
Engine
;
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using
Engine.Graphics
;
3
4
namespace
Game
{
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public
class
FireworksTrailParticleSystem
:
ParticleSystem
<FireworksTrailParticleSystem.Particle>,
ITrailParticleSystem
{
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public
class
Particle
:
Game
.
Particle
{
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public
float
Time
;
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public
float
Duration
;
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}
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public
Random
m_random
=
new
();
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public
float
m_toGenerate
;
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public
Vector3
?
m_lastPosition
;
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public
Vector3
Position
{
get
;
set
; }
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public
bool
IsStopped
{
get
;
set
; }
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public
FireworksTrailParticleSystem
() : base(60) {
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Texture
=
ContentManager
.
Get
<
Texture2D
>(
"Textures/FireParticle"
);
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TextureSlotsCount
= 3;
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}
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public
override
bool
Simulate
(
float
dt) {
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float
num = 120f;
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m_toGenerate
+= num * dt;
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if
(!
m_lastPosition
.HasValue) {
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m_lastPosition
=
Position
;
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}
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bool
flag =
false
;
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for
(
int
i = 0; i <
Particles
.Length; i++) {
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Particle
particle =
Particles
[i];
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if
(particle.
IsActive
) {
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flag =
true
;
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particle.Time += dt;
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if
(particle.
Time
<= particle.
Duration
) {
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particle.TextureSlot = (int)
MathUtils
.
Min
(9f * particle.
Time
/ particle.
Duration
, 8f);
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}
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else
{
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particle.IsActive =
false
;
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}
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}
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else
if
(!
IsStopped
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&&
m_toGenerate
>= 1f) {
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particle.IsActive =
true
;
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particle.Position =
Vector3
.
Lerp
(
m_lastPosition
.Value,
Position
,
m_random
.Float(0f, 1f));
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particle.Color =
Color
.
White
;
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particle.Time =
m_random
.Float(0f, 0.75f);
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particle.Size =
new
Vector2
(
m_random
.Float(0.12f, 0.16f));
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particle.Duration = 1f;
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particle.FlipX =
m_random
.Bool();
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particle.FlipY =
m_random
.Bool();
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m_toGenerate
-= 1f;
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}
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}
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m_toGenerate
=
MathUtils
.
Remainder
(
m_toGenerate
, 1f);
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m_lastPosition
=
Position
;
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if
(
IsStopped
) {
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return
!flag;
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}
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return
false
;
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}
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}
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}
Engine.Graphics.Texture2D
定义
Texture2D.cs:15
Engine.MathUtils
定义
MathUtils.cs:2
Engine.MathUtils.Remainder
static float Remainder(float x, float y)
定义
MathUtils.cs:183
Engine.MathUtils.Min
static int Min(int x1, int x2)
定义
MathUtils.cs:7
Game.ContentManager
定义
ContentManager.cs:50
Game.ContentManager.Get
static object Get(Type type, string name)
定义
ContentManager.cs:70
Game.FireworksTrailParticleSystem.Particle
定义
FireworksTrailParticleSystem.cs:6
Game.FireworksTrailParticleSystem.Particle.Duration
float Duration
定义
FireworksTrailParticleSystem.cs:9
Game.FireworksTrailParticleSystem.Particle.Time
float Time
定义
FireworksTrailParticleSystem.cs:7
Game.FireworksTrailParticleSystem.Simulate
override bool Simulate(float dt)
定义
FireworksTrailParticleSystem.cs:27
Game.FireworksTrailParticleSystem.Position
Vector3 Position
定义
FireworksTrailParticleSystem.cs:18
Game.FireworksTrailParticleSystem.IsStopped
bool IsStopped
定义
FireworksTrailParticleSystem.cs:20
Game.FireworksTrailParticleSystem.m_toGenerate
float m_toGenerate
定义
FireworksTrailParticleSystem.cs:14
Game.FireworksTrailParticleSystem.m_lastPosition
Vector3? m_lastPosition
定义
FireworksTrailParticleSystem.cs:16
Game.FireworksTrailParticleSystem.m_random
Random m_random
定义
FireworksTrailParticleSystem.cs:12
Game.FireworksTrailParticleSystem.FireworksTrailParticleSystem
FireworksTrailParticleSystem()
定义
FireworksTrailParticleSystem.cs:22
Game.Particle.IsActive
bool IsActive
定义
Particle.cs:5
Game.ParticleSystem-1-g.TextureSlotsCount
int TextureSlotsCount
定义
ParticleSystem.cs:33
Game.ParticleSystem-1-g.Texture
Texture2D Texture
定义
ParticleSystem.cs:22
Game.ParticleSystem-1-g.ParticleSystem
ParticleSystem(int particlesCount)
定义
ParticleSystem.cs:35
Game.ParticleSystem-1-g.Particles
T[] Particles
定义
ParticleSystem.cs:20
Game.Random
定义
Random.cs:5
Game.ITrailParticleSystem
定义
ITrailParticleSystem.cs:4
Engine.Graphics
定义
BaseBatch.cs:1
Engine.Graphics.ShaderParameterType.Vector2
@ Vector2
定义
ShaderParameterType.cs:4
Engine
定义
BaseSound.cs:10
Game
定义
ContentFileBridge.cs:4
Engine.Color
定义
Color.cs:2
Engine.Color.White
static Color White
定义
Color.cs:15
Engine.Vector3
定义
Vector3.cs:2
Engine.Vector3.Lerp
static Vector3 Lerp(Vector3 v1, Vector3 v2, float f)
定义
Vector3.cs:142
SurvivalcraftApi 1.8.2.3
Survivalcraft.Windows
Game
FireworksTrailParticleSystem.cs
制作者
1.16.1