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