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
@@ -127,7 +127,7 @@ public class Clairvoyance extends Spell {
(nextPoint.x - point.x) / (float)PARTICLE_MOVEMENT_INTERVAL,
(nextPoint.y - point.y) / (float)PARTICLE_MOVEMENT_INTERVAL,
(nextPoint.z - point.z) / (float)PARTICLE_MOVEMENT_INTERVAL)
.lifetime((int)(1800 * durationMultiplier)).colour(0, 1, 0.3f).spawn(world);
.time((int)(1800 * durationMultiplier)).clr(0, 1, 0.3f).spawn(world);
path.incrementPathIndex();
path.incrementPathIndex();
@@ -136,7 +136,7 @@ public class Clairvoyance extends Spell {
point = path.getFinalPathPoint();
ParticleBuilder.create(Type.PATH).pos(point.x + 0.5, point.y + 0.5, point.z + 0.5)
.lifetime((int)(1800 * durationMultiplier)).colour(1, 1, 1).spawn(world);
.time((int)(1800 * durationMultiplier)).clr(1, 1, 1).spawn(world);
}
@SubscribeEvent