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
@@ -99,8 +99,8 @@ public class EntityIceGiant extends EntityIronGolem implements ISummonedCreature
if(this.world.isRemote){
for(int i = 0; i < 30; i++){
float brightness = 0.5f + (rand.nextFloat() / 2);
ParticleBuilder.create(Type.SPARKLE, this).vel(0, -0.02, 0).lifetime(12 + rand.nextInt(8))
.colour(brightness, brightness + 0.1f, 1.0f).spawn(world);
ParticleBuilder.create(Type.SPARKLE, this).vel(0, -0.02, 0).time(12 + rand.nextInt(8))
.clr(brightness, brightness + 0.1f, 1.0f).spawn(world);
}
}
}