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
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@@ -52,8 +52,8 @@ public class FontOfMana extends Spell {
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double y = caster.getEntityBoundingBox().minY;
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double z = caster.posZ + radius * Math.sin(angle);
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ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(0, 0.03, 0).lifetime(50)
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.colour(1, 1 - hue, 0.6f + hue).spawn(world);
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ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(0, 0.03, 0).time(50)
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.clr(1, 1 - hue, 0.6f + hue).spawn(world);
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}
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}
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