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:
@@ -1,32 +1,31 @@
|
||||
package electroblob.wizardry.client.particle;
|
||||
|
||||
import org.lwjgl.opengl.GL11;
|
||||
|
||||
import electroblob.wizardry.Wizardry;
|
||||
import electroblob.wizardry.spell.Clairvoyance;
|
||||
import net.minecraft.client.renderer.GlStateManager;
|
||||
import net.minecraft.client.renderer.OpenGlHelper;
|
||||
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)
|
||||
public class ParticlePath extends ParticleCustomTexture {
|
||||
@Mod.EventBusSubscriber(Side.CLIENT)
|
||||
public class ParticlePath extends ParticleWizardry {
|
||||
|
||||
private static final ResourceLocation TEXTURE = new ResourceLocation(Wizardry.MODID,
|
||||
"textures/particle/path_particles.png");
|
||||
private static final ResourceLocation TEXTURE = new ResourceLocation(Wizardry.MODID, "particle/path");
|
||||
|
||||
private final double originX, originY, originZ;
|
||||
|
||||
public ParticlePath(World world, double x, double y, double z){
|
||||
super(world, x, y, z);
|
||||
|
||||
super(world, x, y, z, TEXTURE); // This particle only has 1 texture
|
||||
|
||||
this.originX = x;
|
||||
this.originY = y;
|
||||
this.originZ = z;
|
||||
|
||||
this.setParticleTextureIndex(0);
|
||||
// Set to a constant to remove the randomness from Particle.
|
||||
this.particleScale = 1.25f;
|
||||
this.particleGravity = 0;
|
||||
@@ -35,23 +34,10 @@ public class ParticlePath extends ParticleCustomTexture {
|
||||
this.setRBGColorF(1, 1, 1);
|
||||
}
|
||||
|
||||
@Override
|
||||
public ResourceLocation getTexture(){
|
||||
return TEXTURE;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected int getXFrames(){
|
||||
return 1;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected int getYFrames(){
|
||||
return 1;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void onUpdate(){
|
||||
|
||||
super.onUpdate();
|
||||
|
||||
this.prevPosX = this.posX;
|
||||
this.prevPosY = this.posY;
|
||||
@@ -77,19 +63,10 @@ public class ParticlePath extends ParticleCustomTexture {
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public void applyGLStateChanges(){
|
||||
GlStateManager.enableBlend();
|
||||
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
|
||||
// TESTME: Are these two actually necessary?
|
||||
GlStateManager.disableLighting();
|
||||
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240, 240);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void undoGLStateChanges(){
|
||||
GlStateManager.disableBlend();
|
||||
GlStateManager.enableLighting();
|
||||
|
||||
@SubscribeEvent
|
||||
public static void onTextureStitchEvent(TextureStitchEvent.Pre event){
|
||||
event.getMap().registerSprite(TEXTURE);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user