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
@@ -30,11 +30,10 @@ public class Arc extends SpellRay {
if(WizardryUtilities.isLiving(target)){
if(!world.isRemote){
EntityArc arc = new EntityArc(world);
arc.setEndpointCoords(caster.posX, caster.posY + 1, caster.posZ, target.posX, target.posY + target.height / 2, target.posZ);
world.spawnEntity(arc);
}else{
if(world.isRemote){
// Rather neatly, the entity can be set here and if it's null nothing will happen.
ParticleBuilder.create(Type.LIGHTNING).entity(caster)
.pos(caster != null ? origin.subtract(caster.getPositionVector()) : origin).target(target).spawn(world);
ParticleBuilder.spawnShockParticles(world, target.posX, target.getEntityBoundingBox().minY + target.height/2, target.posZ);
}