The great particle refactoring part 2: Splitting and Streamlining!

- Splits all particle textures into individual files intead of sprite sheets
- Replaces arc and lightning pulse entities with particles
- Pulls particle code up to the general ParticleWizardry so behaviours such as spin can be applied to all particle types
- Renames a few ParticleBuilder methods for conciseness.
- Adds a few new particle effects to various spells and entities, with a slight tweak to EntityMagicArrow#onBlockHit to facilitate impact effects
This commit is contained in:
Electroblob77
2019-01-01 21:40:04 +00:00
parent ad363c64af
commit b374f71533
201 changed files with 1682 additions and 1551 deletions
@@ -0,0 +1,38 @@
package electroblob.wizardry.client.particle;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.World;
import net.minecraftforge.client.event.TextureStitchEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
@SideOnly(Side.CLIENT)
@Mod.EventBusSubscriber(Side.CLIENT)
public class ParticleLightningPulse extends ParticleWizardry {
private static final ResourceLocation[] TEXTURES = generateTextures("lightning_pulse", 8);
public ParticleLightningPulse(World world, double x, double y, double z){
super(world, x, y, z, TEXTURES);
this.particleScale = 32f;
this.setRBGColorF(1, 1, 1);
this.shaded = false;
this.canCollide = false;
this.setMaxAge(7); // Lifetime defaults to 7 (and is very unlikely to be changed)
// Faces up by default
this.pitch = 90;
this.yaw = 0;
}
@SubscribeEvent
public static void onTextureStitchEvent(TextureStitchEvent.Pre event){
for(ResourceLocation texture : TEXTURES){
event.getMap().registerSprite(texture);
}
}
}