public override void Start(Timeline t, Vector2 origin, Vector2 impulse) { base.Start(t, origin, impulse); var size = (Rand.Between(.05f, .1f) * Force).Clamp(0, 5); var l = (Rand.Between(-Radius, Radius) * Force / 50).Clamp(0, 2f); var d = impulse.Rotate(MathKit.HalfPi, Vector2.Zero); d.Normalize(); Velocity *= 2; Alpha = 0; Size = 0; Color = BaseColor; Width = 1; Height = (Force / 20).Clamp(.1f, 2); Position = origin + l * d; Scale = Vector2.Zero; var fadeOutTime = (size * .01f * Force).Clamp(0.1f, 1f); t.RunInParallel( new Tween(v => Scale = new Vector2(v, v), 0, size, .1f, Sine.EaseOut), new Tween(v => Alpha = v, 0, 1, .1f, Sine.EaseOut)) .RunInParallel( new Tween(v => Alpha = v, 1, 0, fadeOutTime, Sine.EaseOut), new Tween(v => Scale = new Vector2(v, v), size, 0, fadeOutTime, Sine.EaseOut)) .Then(Dispose); }
public override void Start(Timeline t, Vector2 origin, Vector2 impulse) { base.Start(t, origin, impulse); Width = Height = 0; var pos = origin + Rand.Between(-Range, Range); var size = Radius * (.2f + Rand.Float() * .8f); var alpha = .05f + .1f * Rand.Float(); t.RunInParallel( // expand phase //new Tween(v => Position = (origin + (pos - origin) * v), 0, 1, FadeInDuration, Quad.EaseInOut), new Tween(v => Width = Height = v, 0, size, FadeInDuration / 5, Cubic.EaseOut), new Tween(v => Alpha = v, alpha, alpha, FadeInDuration, Cubic.EaseOut)) .RunInParallel( // collapse phase //new Tween(v => Position = (origin + (pos - origin) * v), 1, 1.5f, FadeOutDuration, Quad.EaseOut), new Tween(v => Width = Height = v, size, size / 5, alpha * FadeOutDuration * 2f, Sine.EaseIn), new Tween(v => Alpha = v, alpha, 0, FadeOutDuration * (.5f + Rand.Float() * .5f))) .Then(Kill); }