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
@@ -40,7 +40,6 @@ public class PotionFrost extends Potion implements ICustomPotionParticles {
@Override
public void spawnCustomParticle(World world, double x, double y, double z){
ParticleBuilder.create(Type.SNOW).pos(x, y, z).lifetime(15 + world.rand.nextInt(5)).spawn(world);
}
@Override
@@ -55,6 +54,7 @@ public class PotionFrost extends Potion implements ICustomPotionParticles {
public void renderHUDEffect(int x, int y, PotionEffect effect, net.minecraft.client.Minecraft mc, float alpha){
mc.renderEngine.bindTexture(ICON);
WizardryUtilities.drawTexturedRect(x + 3, y + 3, 0, 0, 18, 18, 18, 18);
ParticleBuilder.create(Type.SNOW).pos(x, y, z).time(15 + world.rand.nextInt(5)).spawn(world);
}
@SubscribeEvent