Add particle smoke effects.
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Gustas
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94
OpenRA.Mods.Common/Effects/FloatingSprite.cs
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94
OpenRA.Mods.Common/Effects/FloatingSprite.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using OpenRA.Effects;
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using OpenRA.Graphics;
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namespace OpenRA.Mods.Common.Effects
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{
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class FloatingSprite : IEffect, ISpatiallyPartitionable
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{
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readonly WDist[] speed;
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readonly WDist[] gravity;
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readonly Animation anim;
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readonly bool visibleThroughFog;
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readonly int turnRate;
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readonly int randomRate;
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readonly string palette;
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WPos pos;
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WVec offset;
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int lifetime;
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int ticks;
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WAngle facing;
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public FloatingSprite(Actor emitter, string image, string[] sequences, string palette, bool isPlayerPalette,
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int[] lifetime, WDist[] speed, WDist[] gravity, int turnRate, int randomRate, WPos pos, WAngle facing,
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bool visibleThroughFog = false)
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{
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var world = emitter.World;
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this.pos = pos;
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this.turnRate = turnRate;
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this.randomRate = randomRate;
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this.speed = speed;
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this.gravity = gravity;
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this.visibleThroughFog = visibleThroughFog;
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this.facing = facing;
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anim = new Animation(world, image, () => facing);
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anim.PlayRepeating(sequences.Random(world.LocalRandom));
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world.ScreenMap.Add(this, pos, anim.Image);
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this.lifetime = Util.RandomInRange(world.LocalRandom, lifetime);
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this.palette = isPlayerPalette ? palette + emitter.Owner.InternalName : palette;
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}
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public void Tick(World world)
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{
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if (--lifetime < 0)
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{
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world.AddFrameEndTask(w => { w.Remove(this); w.ScreenMap.Remove(this); });
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return;
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}
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if (--ticks < 0)
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{
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var forward = Util.RandomDistance(world.LocalRandom, speed).Length;
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var height = Util.RandomDistance(world.LocalRandom, gravity).Length;
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offset = new WVec(forward, 0, height);
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if (turnRate > 0)
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facing = WAngle.FromFacing(Util.NormalizeFacing(facing.Facing + world.LocalRandom.Next(-turnRate, turnRate)));
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offset = offset.Rotate(WRot.FromYaw(facing));
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ticks = randomRate;
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}
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anim.Tick();
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pos += offset;
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world.ScreenMap.Update(this, pos, anim.Image);
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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if (!visibleThroughFog && wr.World.FogObscures(pos))
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return SpriteRenderable.None;
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return anim.Render(pos, wr.Palette(palette));
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}
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}
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}
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