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:
@@ -60,7 +60,7 @@ public class ArcaneJammer extends SpellRay {
|
||||
|
||||
@Override
|
||||
protected void spawnParticle(World world, double x, double y, double z, double vx, double vy, double vz){
|
||||
ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).lifetime(12 + world.rand.nextInt(8)).colour(0.9f, 0.3f, 0.7f)
|
||||
ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).time(12 + world.rand.nextInt(8)).clr(0.9f, 0.3f, 0.7f)
|
||||
.spawn(world);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user