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
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@@ -1,39 +1,36 @@
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package electroblob.wizardry.client.particle;
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import electroblob.wizardry.Wizardry;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.world.World;
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import net.minecraftforge.client.event.TextureStitchEvent;
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import net.minecraftforge.fml.common.Mod;
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import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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import net.minecraftforge.fml.relauncher.Side;
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import net.minecraftforge.fml.relauncher.SideOnly;
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@SideOnly(Side.CLIENT)
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public class ParticleSnow extends ParticleCustomTexture {
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@Mod.EventBusSubscriber(Side.CLIENT)
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public class ParticleSnow extends ParticleWizardry {
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private static final ResourceLocation TEXTURE = new ResourceLocation(Wizardry.MODID,
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"textures/particle/snow_particles.png");
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private static final ResourceLocation[] TEXTURES = generateTextures("snow", 4);
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public ParticleSnow(World world, double x, double y, double z){
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super(world, x, y, z);
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this.setParticleTextureIndex(rand.nextInt(8));
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super(world, x, y, z, TEXTURES[world.rand.nextInt(TEXTURES.length)]);
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this.setVelocity(0, -0.02, 0);
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this.particleScale *= 0.6f;
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this.particleGravity = 0;
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this.canCollide = true;
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this.setLifetime(40 + rand.nextInt(10));
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this.setMaxAge(40 + rand.nextInt(10));
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// Produces a variety of light blues and whites
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this.setRBGColorF(0.9f + 0.1f * world.rand.nextFloat(), 0.95f + 0.05f * world.rand.nextFloat(), 1);
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}
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@Override
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public ResourceLocation getTexture(){
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return TEXTURE;
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}
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@Override
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protected int getXFrames(){
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return 4;
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}
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@Override
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protected int getYFrames(){
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return 4;
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@SubscribeEvent
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public static void onTextureStitchEvent(TextureStitchEvent.Pre event){
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for(ResourceLocation texture : TEXTURES){
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event.getMap().registerSprite(texture);
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}
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}
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}
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