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
@@ -201,8 +201,10 @@ public abstract class EntityMagicArrow extends Entity implements IProjectile, IE
/** Called when the projectile hits an entity. Override to add potion effects and such like. */
protected void onEntityHit(EntityLivingBase entityHit){}
/** Called when the projectile hits a block. Override to add sound effects and such like. */
protected void onBlockHit(){}
/** Called when the projectile hits a block. Override to add sound effects and such like.
* @param hit A vector representing the exact coordinates of the hit; use this to centre particle effects, for
* example. */
protected void onBlockHit(RayTraceResult hit){}
@Override
public void onUpdate(){
@@ -390,7 +392,7 @@ public abstract class EntityMagicArrow extends Entity implements IProjectile, IE
this.inGround = true;
this.arrowShake = 7;
this.onBlockHit();
this.onBlockHit(raytraceresult);
if(this.stuckInBlock.getMaterial() != Material.AIR){
this.stuckInBlock.getBlock().onEntityCollidedWithBlock(this.world, raytraceresult.getBlockPos(),