47 dt = Math.Clamp(dt, 0f, 0.1f);
48 float num5 = MathF.Pow(0.03f, dt);
54 float num7 = 30f * num6;
57 for (
int i = 0; i <
Particles.Length; i++) {
61 particle.TimeToLive -= dt;
64 Vector3 vector = position + particle.Velocity * dt;
72 if (terrainRaycastResult.HasValue) {
73 Plane plane = terrainRaycastResult.
Value.CellFace.CalculatePlane();
76 particle.Velocity *=
new Vector3(-0.05f, 0.05f, 0.05f);
79 particle.Velocity *=
new Vector3(0.05f, -0.05f, 0.05f);
82 particle.Velocity *=
new Vector3(0.05f, 0.05f, -0.05f);
85 particle.Position = vector;
86 particle.Velocity.Y += -9.81f * dt;
87 particle.Velocity *= num5;
92 particle.IsActive =
false;
98 particle.IsActive =
true;
99 particle.Position =
Position + 0.05f * v;
102 particle.TimeToLive = 3f;
103 particle.Size =
new Vector2(0.1f);