Inheritance: ITraitInfo, ILobbyCustomRulesIgnore
Esempio n. 1
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 public WeatherOverlay(World world, WeatherOverlayInfo info)
 {
     this.info = info;
     this.world = world;
     currentWindIndex = info.WindLevels.Length / 2;
     targetWindXOffset = info.WindLevels[0];
     maxParticleCount = CalculateParticleCount(Game.Renderer.Resolution.Width, Game.Renderer.Resolution.Height);
 }
Esempio n. 2
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 public WeatherOverlay(World world, WeatherOverlayInfo info)
 {
     this.info  = info;
     this.world = world;
     targetWindStrengthIndex = info.ChangingWindLevel ? world.LocalRandom.Next(info.WindLevels.Length) : 0;
     windUpdateCountdown     = world.LocalRandom.Next(info.WindTick[0], info.WindTick[1]);
     windStrength            = info.WindLevels[targetWindStrengthIndex];
 }
Esempio n. 3
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 public WeatherOverlay(World world, WeatherOverlayInfo info)
 {
     this.info         = info;
     this.world        = world;
     currentWindIndex  = info.WindLevels.Length / 2;
     targetWindXOffset = info.WindLevels[0];
     maxParticleCount  = CalculateParticleCount(Game.Renderer.Resolution.Width, Game.Renderer.Resolution.Height);
 }
Esempio n. 4
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            public Particle(WeatherOverlayInfo info, MersenneTwister r, Rectangle viewport)
            {
                var x = r.Next(viewport.Left, viewport.Right);
                var y = r.Next(viewport.Top, viewport.Bottom);

                Pos  = new int2(x, y);
                Size = r.Next(info.ParticleSize[0], info.ParticleSize[1] + 1);
                DirectionScatterX = info.ScatterDirection[0] + r.Next(info.ScatterDirection[1] - info.ScatterDirection[0]);
                Gravity           = float2.Lerp(info.Gravity[0], info.Gravity[1], r.NextFloat());
                SwingOffset       = float2.Lerp(info.SwingOffset[0], info.SwingOffset[1], r.NextFloat());
                SwingSpeed        = float2.Lerp(info.SwingSpeed[0], info.SwingSpeed[1], r.NextFloat());
                SwingDirection    = r.Next(2) == 0 ? 1 : -1;
                SwingAmplitude    = float2.Lerp(info.SwingAmplitude[0], info.SwingAmplitude[1], r.NextFloat());
                Color             = info.ParticleColors.Random(r);
                TailColor         = Color.FromArgb(info.LineTailAlphaValue, Color.R, Color.G, Color.B);
            }