private static void Spawn_StellarTune(ParticleOrchestraSettings settings) { float num1 = Main.rand.NextFloat() * 6.283185f; float num2 = 5f; Vector2 vector2_1 = new Vector2(0.7f); for (float num3 = 0.0f; (double)num3 < 1.0; num3 += 1f / num2) { float f = (float)(6.28318548202515 * (double)num3 + (double)num1 + (double)Main.rand.NextFloatDirection() * 0.25); Vector2 vector2_2 = 1.5f * vector2_1; float num4 = 60f; Vector2 vector2_3 = Main.rand.NextVector2Circular(12f, 12f) * vector2_1; Color color = Color.Lerp(Color.Gold, Color.HotPink, Main.rand.NextFloat()); if (Main.rand.Next(2) == 0) { color = Color.Lerp(Color.Violet, Color.HotPink, Main.rand.NextFloat()); } PrettySparkleParticle prettySparkleParticle = ParticleOrchestrator._poolPrettySparkle.RequestParticle(); prettySparkleParticle.Velocity = f.ToRotationVector2() * vector2_2; prettySparkleParticle.AccelerationPerFrame = f.ToRotationVector2() * -(vector2_2 / num4); prettySparkleParticle.ColorTint = color; prettySparkleParticle.LocalPosition = settings.PositionInWorld + vector2_3; prettySparkleParticle.Rotation = f; prettySparkleParticle.Scale = vector2_1 * (float)((double)Main.rand.NextFloat() * 0.800000011920929 + 0.200000002980232); Main.ParticleSystem_World_OverPlayers.Add((IParticle)prettySparkleParticle); } }
private static void Spawn_StellarTune(ParticleOrchestraSettings settings) { float num = Main.rand.NextFloat() * ((float)Math.PI * 2f); float num2 = 5f; Vector2 vector = new Vector2(0.7f); for (float num3 = 0f; num3 < 1f; num3 += 1f / num2) { float num4 = (float)Math.PI * 2f * num3 + num + Main.rand.NextFloatDirection() * 0.25f; Vector2 vector2 = 1.5f * vector; float divider = 60f; Vector2 value = Main.rand.NextVector2Circular(12f, 12f) * vector; Color colorTint = Color.Lerp(Color.Gold, Color.HotPink, Main.rand.NextFloat()); if (Main.rand.Next(2) == 0) { colorTint = Color.Lerp(Color.Violet, Color.HotPink, Main.rand.NextFloat()); } PrettySparkleParticle prettySparkleParticle = _poolPrettySparkle.RequestParticle(); prettySparkleParticle.Velocity = num4.ToRotationVector2() * vector2; prettySparkleParticle.AccelerationPerFrame = num4.ToRotationVector2() * -(vector2 / divider); prettySparkleParticle.ColorTint = colorTint; prettySparkleParticle.LocalPosition = settings.PositionInWorld + value; prettySparkleParticle.Rotation = num4; prettySparkleParticle.Scale = vector * (Main.rand.NextFloat() * 0.8f + 0.2f); Main.ParticleSystem_World_OverPlayers.Add(prettySparkleParticle); } num2 = 1f; }
private static void Spawn_RainbowRodHit(ParticleOrchestraSettings settings) { float num = Main.rand.NextFloat() * ((float)Math.PI * 2f); float num2 = 6f; float num3 = Main.rand.NextFloat(); for (float num4 = 0f; num4 < 1f; num4 += 1f / num2) { Vector2 vector = settings.MovementVector * Main.rand.NextFloatDirection() * 0.15f; Vector2 vector2 = new Vector2(Main.rand.NextFloat() * 0.4f + 0.4f); float f = num + Main.rand.NextFloat() * ((float)Math.PI * 2f); float rotation = (float)Math.PI / 2f; Vector2 vector3 = 1.5f * vector2; float divider = 60f; Vector2 value = Main.rand.NextVector2Circular(8f, 8f) * vector2; PrettySparkleParticle prettySparkleParticle = _poolPrettySparkle.RequestParticle(); prettySparkleParticle.Velocity = f.ToRotationVector2() * vector3 + vector; prettySparkleParticle.AccelerationPerFrame = f.ToRotationVector2() * -(vector3 / divider) - vector * 1f / 60f; prettySparkleParticle.ColorTint = Main.hslToRgb((num3 + Main.rand.NextFloat() * 0.33f) % 1f, 1f, 0.4f + Main.rand.NextFloat() * 0.25f); prettySparkleParticle.ColorTint.A = 0; prettySparkleParticle.LocalPosition = settings.PositionInWorld + value; prettySparkleParticle.Rotation = rotation; prettySparkleParticle.Scale = vector2; Main.ParticleSystem_World_OverPlayers.Add(prettySparkleParticle); prettySparkleParticle = _poolPrettySparkle.RequestParticle(); prettySparkleParticle.Velocity = f.ToRotationVector2() * vector3 + vector; prettySparkleParticle.AccelerationPerFrame = f.ToRotationVector2() * -(vector3 / divider) - vector * 1f / 60f; prettySparkleParticle.ColorTint = new Color(255, 255, 255, 0); prettySparkleParticle.LocalPosition = settings.PositionInWorld + value; prettySparkleParticle.Rotation = rotation; prettySparkleParticle.Scale = vector2 * 0.6f; Main.ParticleSystem_World_OverPlayers.Add(prettySparkleParticle); } for (int i = 0; i < 12; i++) { Color newColor = Main.hslToRgb((num3 + Main.rand.NextFloat() * 0.12f) % 1f, 1f, 0.4f + Main.rand.NextFloat() * 0.25f); int num5 = Dust.NewDust(settings.PositionInWorld, 0, 0, 267, 0f, 0f, 0, newColor); Main.dust[num5].velocity = Main.rand.NextVector2Circular(1f, 1f); Main.dust[num5].velocity += settings.MovementVector * Main.rand.NextFloatDirection() * 0.5f; Main.dust[num5].noGravity = true; Main.dust[num5].scale = 0.6f + Main.rand.NextFloat() * 0.9f; Main.dust[num5].fadeIn = 0.7f + Main.rand.NextFloat() * 0.8f; if (num5 != 6000) { Dust dust = Dust.CloneDust(num5); dust.scale /= 2f; dust.fadeIn *= 0.75f; dust.color = new Color(255, 255, 255, 255); } } }
private static void Spawn_RainbowRodHit(ParticleOrchestraSettings settings) { float num1 = Main.rand.NextFloat() * 6.283185f; float num2 = 6f; float num3 = Main.rand.NextFloat(); for (float num4 = 0.0f; (double)num4 < 1.0; num4 += 1f / num2) { Vector2 vector2_1 = settings.MovementVector * Main.rand.NextFloatDirection() * 0.15f; Vector2 vector2_2 = new Vector2((float)((double)Main.rand.NextFloat() * 0.400000005960464 + 0.400000005960464)); float f = num1 + Main.rand.NextFloat() * 6.283185f; float num5 = 1.570796f; Vector2 vector2_3 = 1.5f * vector2_2; float num6 = 60f; Vector2 vector2_4 = Main.rand.NextVector2Circular(8f, 8f) * vector2_2; PrettySparkleParticle prettySparkleParticle1 = ParticleOrchestrator._poolPrettySparkle.RequestParticle(); prettySparkleParticle1.Velocity = f.ToRotationVector2() * vector2_3 + vector2_1; prettySparkleParticle1.AccelerationPerFrame = f.ToRotationVector2() * -(vector2_3 / num6) - vector2_1 * 1f / 60f; prettySparkleParticle1.ColorTint = Main.hslToRgb((float)(((double)num3 + (double)Main.rand.NextFloat() * 0.330000013113022) % 1.0), 1f, (float)(0.400000005960464 + (double)Main.rand.NextFloat() * 0.25)); prettySparkleParticle1.ColorTint.A = (byte)0; prettySparkleParticle1.LocalPosition = settings.PositionInWorld + vector2_4; prettySparkleParticle1.Rotation = num5; prettySparkleParticle1.Scale = vector2_2; Main.ParticleSystem_World_OverPlayers.Add((IParticle)prettySparkleParticle1); PrettySparkleParticle prettySparkleParticle2 = ParticleOrchestrator._poolPrettySparkle.RequestParticle(); prettySparkleParticle2.Velocity = f.ToRotationVector2() * vector2_3 + vector2_1; prettySparkleParticle2.AccelerationPerFrame = f.ToRotationVector2() * -(vector2_3 / num6) - vector2_1 * 1f / 60f; prettySparkleParticle2.ColorTint = new Color((int)byte.MaxValue, (int)byte.MaxValue, (int)byte.MaxValue, 0); prettySparkleParticle2.LocalPosition = settings.PositionInWorld + vector2_4; prettySparkleParticle2.Rotation = num5; prettySparkleParticle2.Scale = vector2_2 * 0.6f; Main.ParticleSystem_World_OverPlayers.Add((IParticle)prettySparkleParticle2); } for (int index = 0; index < 12; ++index) { Color rgb = Main.hslToRgb((float)(((double)num3 + (double)Main.rand.NextFloat() * 0.119999997317791) % 1.0), 1f, (float)(0.400000005960464 + (double)Main.rand.NextFloat() * 0.25)); int dustIndex = Dust.NewDust(settings.PositionInWorld, 0, 0, 267, 0.0f, 0.0f, 0, rgb, 1f); Main.dust[dustIndex].velocity = Main.rand.NextVector2Circular(1f, 1f); Main.dust[dustIndex].velocity += settings.MovementVector * Main.rand.NextFloatDirection() * 0.5f; Main.dust[dustIndex].noGravity = true; Main.dust[dustIndex].scale = (float)(0.600000023841858 + (double)Main.rand.NextFloat() * 0.899999976158142); Main.dust[dustIndex].fadeIn = (float)(0.699999988079071 + (double)Main.rand.NextFloat() * 0.800000011920929); if (dustIndex != 6000) { Dust dust = Dust.CloneDust(dustIndex); dust.scale /= 2f; dust.fadeIn *= 0.75f; dust.color = new Color((int)byte.MaxValue, (int)byte.MaxValue, (int)byte.MaxValue, (int)byte.MaxValue); } } }
private static void Spawn_StardustPunch(ParticleOrchestraSettings settings) { float num1 = Main.rand.NextFloat() * 6.283185f; float num2 = 1f; for (float num3 = 0.0f; (double)num3 < 1.0; num3 += 1f / num2) { Vector2 vector2_1 = settings.MovementVector * (float)(0.300000011920929 + (double)Main.rand.NextFloat() * 0.349999994039536); Vector2 vector2_2 = new Vector2((float)((double)Main.rand.NextFloat() * 0.400000005960464 + 0.400000005960464)); float f = num1 + Main.rand.NextFloat() * 6.283185f; float num4 = 1.570796f; Vector2 vector2_3 = 0.1f * vector2_2; float num5 = 60f; Vector2 vector2_4 = Main.rand.NextVector2Circular(8f, 8f) * vector2_2; PrettySparkleParticle prettySparkleParticle1 = ParticleOrchestrator._poolPrettySparkle.RequestParticle(); prettySparkleParticle1.Velocity = f.ToRotationVector2() * vector2_3 + vector2_1; prettySparkleParticle1.AccelerationPerFrame = f.ToRotationVector2() * -(vector2_3 / num5) - vector2_1 * 1f / 60f; prettySparkleParticle1.ColorTint = Main.hslToRgb((float)((0.600000023841858 + (double)Main.rand.NextFloat() * 0.0500000007450581) % 1.0), 1f, (float)(0.400000005960464 + (double)Main.rand.NextFloat() * 0.25)); prettySparkleParticle1.ColorTint.A = (byte)0; prettySparkleParticle1.LocalPosition = settings.PositionInWorld + vector2_4; prettySparkleParticle1.Rotation = num4; prettySparkleParticle1.Scale = vector2_2; Main.ParticleSystem_World_OverPlayers.Add((IParticle)prettySparkleParticle1); PrettySparkleParticle prettySparkleParticle2 = ParticleOrchestrator._poolPrettySparkle.RequestParticle(); prettySparkleParticle2.Velocity = f.ToRotationVector2() * vector2_3 + vector2_1; prettySparkleParticle2.AccelerationPerFrame = f.ToRotationVector2() * -(vector2_3 / num5) - vector2_1 * 1f / 30f; prettySparkleParticle2.ColorTint = new Color((int)byte.MaxValue, (int)byte.MaxValue, (int)byte.MaxValue, 0); prettySparkleParticle2.LocalPosition = settings.PositionInWorld + vector2_4; prettySparkleParticle2.Rotation = num4; prettySparkleParticle2.Scale = vector2_2 * 0.6f; Main.ParticleSystem_World_OverPlayers.Add((IParticle)prettySparkleParticle2); } for (int index = 0; index < 2; ++index) { Color rgb = Main.hslToRgb((float)((0.589999973773956 + (double)Main.rand.NextFloat() * 0.0500000007450581) % 1.0), 1f, (float)(0.400000005960464 + (double)Main.rand.NextFloat() * 0.25)); int dustIndex = Dust.NewDust(settings.PositionInWorld, 0, 0, 267, 0.0f, 0.0f, 0, rgb, 1f); Main.dust[dustIndex].velocity = Main.rand.NextVector2Circular(2f, 2f); Main.dust[dustIndex].velocity += settings.MovementVector * (float)(0.5 + 0.5 * (double)Main.rand.NextFloat()) * 1.4f; Main.dust[dustIndex].noGravity = true; Main.dust[dustIndex].scale = (float)(0.600000023841858 + (double)Main.rand.NextFloat() * 2.0); Main.dust[dustIndex].position += Main.rand.NextVector2Circular(16f, 16f); if (dustIndex != 6000) { Dust dust = Dust.CloneDust(dustIndex); dust.scale /= 2f; dust.fadeIn *= 0.75f; dust.color = new Color((int)byte.MaxValue, (int)byte.MaxValue, (int)byte.MaxValue, (int)byte.MaxValue); } } }
private static void Spawn_WallOfFleshGoatMountFlames(ParticleOrchestraSettings settings) { float num = 50f; for (int i = -1; i <= 1; i++) { int num2 = Main.rand.NextFromList(new short[3] { 326, 327, 328 }); Main.instance.LoadProjectile(num2); Player player = Main.player[settings.IndexOfPlayerWhoInvokedThis]; float scaleFactor = Main.rand.NextFloat() * 0.9f + 0.1f; Vector2 vector = settings.PositionInWorld + new Vector2((float)i * 5.33333349f, 0f); FlameParticle flameParticle = _poolFlame.RequestParticle(); flameParticle.SetBasicInfo(TextureAssets.Projectile[num2], null, Vector2.Zero, vector); flameParticle.SetTypeInfo(num, settings.IndexOfPlayerWhoInvokedThis, player.cMount); flameParticle.FadeOutNormalizedTime = 0.3f; flameParticle.ScaleAcceleration = Vector2.One * scaleFactor * -0.0166666675f / num; flameParticle.Scale = Vector2.One * scaleFactor; Main.ParticleSystem_World_BehindPlayers.Add(flameParticle); if (Main.rand.Next(8) == 0) { Dust dust = Dust.NewDustDirect(vector, 4, 4, 6, 0f, 0f, 100); if (Main.rand.Next(2) == 0) { dust.noGravity = true; dust.fadeIn = 1.15f; } else { dust.scale = 0.6f; } dust.velocity *= 0.6f; dust.velocity.Y -= 1.2f; dust.noLight = true; dust.position.Y -= 4f; dust.shader = GameShaders.Armor.GetSecondaryShader(player.cMount, player); } } }
public static void SpawnParticlesDirect( ParticleOrchestraType type, ParticleOrchestraSettings settings) { if (Main.netMode == 2) { return; } switch (type) { case ParticleOrchestraType.Keybrand: ParticleOrchestrator.Spawn_Keybrand(settings); break; case ParticleOrchestraType.FlameWaders: ParticleOrchestrator.Spawn_FlameWaders(settings); break; case ParticleOrchestraType.StellarTune: ParticleOrchestrator.Spawn_StellarTune(settings); break; case ParticleOrchestraType.WallOfFleshGoatMountFlames: ParticleOrchestrator.Spawn_WallOfFleshGoatMountFlames(settings); break; case ParticleOrchestraType.BlackLightningHit: ParticleOrchestrator.Spawn_BlackLightningHit(settings); break; case ParticleOrchestraType.RainbowRodHit: ParticleOrchestrator.Spawn_RainbowRodHit(settings); break; case ParticleOrchestraType.BlackLightningSmall: ParticleOrchestrator.Spawn_BlackLightningSmall(settings); break; case ParticleOrchestraType.StardustPunch: ParticleOrchestrator.Spawn_StardustPunch(settings); break; } }
private static void Spawn_BlackLightningHit(ParticleOrchestraSettings settings) { float num = Main.rand.NextFloat() * ((float)Math.PI * 2f); float num2 = 7f; float scaleFactor = 0.7f; int num3 = 916; Main.instance.LoadProjectile(num3); Color value = new Color(255, 255, 255, 255); Color indigo = Color.Indigo; indigo.A = 0; for (float num4 = 0f; num4 < 1f; num4 += 1f / num2) { float num5 = (float)Math.PI * 2f * num4 + num + Main.rand.NextFloatDirection() * 0.25f; float scaleFactor2 = Main.rand.NextFloat() * 4f + 0.1f; Vector2 vector = Main.rand.NextVector2Circular(12f, 12f) * scaleFactor; Color.Lerp(Color.Lerp(Color.Black, indigo, Main.rand.NextFloat() * 0.5f), value, Main.rand.NextFloat() * 0.6f); Color colorTint = new Color(0, 0, 0, 255); int num6 = Main.rand.Next(4); if (num6 == 1) { colorTint = Color.Lerp(new Color(106, 90, 205, 127), Color.Black, 0.1f + 0.7f * Main.rand.NextFloat()); } if (num6 == 2) { colorTint = Color.Lerp(new Color(106, 90, 205, 60), Color.Black, 0.1f + 0.8f * Main.rand.NextFloat()); } RandomizedFrameParticle randomizedFrameParticle = _poolRandomizedFrame.RequestParticle(); randomizedFrameParticle.SetBasicInfo(TextureAssets.Projectile[num3], null, Vector2.Zero, vector); randomizedFrameParticle.SetTypeInfo(Main.projFrames[num3], 2, 24f); randomizedFrameParticle.Velocity = num5.ToRotationVector2() * scaleFactor2 * new Vector2(1f, 0.5f); randomizedFrameParticle.ColorTint = colorTint; randomizedFrameParticle.LocalPosition = settings.PositionInWorld + vector; randomizedFrameParticle.Rotation = num5; randomizedFrameParticle.Scale = Vector2.One; randomizedFrameParticle.FadeInNormalizedTime = 0.01f; randomizedFrameParticle.FadeOutNormalizedTime = 0.5f; randomizedFrameParticle.ScaleVelocity = new Vector2(0.05f); Main.ParticleSystem_World_OverPlayers.Add(randomizedFrameParticle); } }
private static void Spawn_BlackLightningHit(ParticleOrchestraSettings settings) { float num1 = Main.rand.NextFloat() * 6.283185f; float num2 = 7f; float num3 = 0.7f; int i = 916; Main.instance.LoadProjectile(i); Color color1 = new Color((int)byte.MaxValue, (int)byte.MaxValue, (int)byte.MaxValue, (int)byte.MaxValue); Color indigo = Color.Indigo; indigo.A = (byte)0; for (float num4 = 0.0f; (double)num4 < 1.0; num4 += 1f / num2) { float f = (float)(6.28318548202515 * (double)num4 + (double)num1 + (double)Main.rand.NextFloatDirection() * 0.25); float num5 = (float)((double)Main.rand.NextFloat() * 4.0 + 0.100000001490116); Vector2 initialLocalPosition = Main.rand.NextVector2Circular(12f, 12f) * num3; Color.Lerp(Color.Lerp(Color.Black, indigo, Main.rand.NextFloat() * 0.5f), color1, Main.rand.NextFloat() * 0.6f); Color color2 = new Color(0, 0, 0, (int)byte.MaxValue); int num6 = Main.rand.Next(4); if (num6 == 1) { color2 = Color.Lerp(new Color(106, 90, 205, (int)sbyte.MaxValue), Color.Black, (float)(0.100000001490116 + 0.699999988079071 * (double)Main.rand.NextFloat())); } if (num6 == 2) { color2 = Color.Lerp(new Color(106, 90, 205, 60), Color.Black, (float)(0.100000001490116 + 0.800000011920929 * (double)Main.rand.NextFloat())); } RandomizedFrameParticle randomizedFrameParticle = ParticleOrchestrator._poolRandomizedFrame.RequestParticle(); randomizedFrameParticle.SetBasicInfo(TextureAssets.Projectile[i], new Rectangle?(), Vector2.Zero, initialLocalPosition); randomizedFrameParticle.SetTypeInfo(Main.projFrames[i], 2, 24f); randomizedFrameParticle.Velocity = f.ToRotationVector2() * num5 * new Vector2(1f, 0.5f); randomizedFrameParticle.ColorTint = color2; randomizedFrameParticle.LocalPosition = settings.PositionInWorld + initialLocalPosition; randomizedFrameParticle.Rotation = f; randomizedFrameParticle.Scale = Vector2.One; randomizedFrameParticle.FadeInNormalizedTime = 0.01f; randomizedFrameParticle.FadeOutNormalizedTime = 0.5f; randomizedFrameParticle.ScaleVelocity = new Vector2(0.05f); Main.ParticleSystem_World_OverPlayers.Add((IParticle)randomizedFrameParticle); } }
public static void RequestParticleSpawn( bool clientOnly, ParticleOrchestraType type, ParticleOrchestraSettings settings, int?overrideInvokingPlayerIndex = null) { settings.IndexOfPlayerWhoInvokedThis = (byte)Main.myPlayer; if (overrideInvokingPlayerIndex.HasValue) { settings.IndexOfPlayerWhoInvokedThis = (byte)overrideInvokingPlayerIndex.Value; } if (clientOnly) { ParticleOrchestrator.SpawnParticlesDirect(type, settings); } else { NetManager.Instance.SendToServerOrLoopback(NetParticlesModule.Serialize(type, settings)); } }
private static void Spawn_WallOfFleshGoatMountFlames(ParticleOrchestraSettings settings) { float timeToLive = 50f; for (int index = -1; index <= 1; ++index) { int i = (int)Main.rand.NextFromList <short>((short)326, (short)327, (short)328); Main.instance.LoadProjectile(i); Player player = Main.player[(int)settings.IndexOfPlayerWhoInvokedThis]; float num = (float)((double)Main.rand.NextFloat() * 0.899999976158142 + 0.100000001490116); Vector2 vector2 = settings.PositionInWorld + new Vector2((float)index * 5.333333f, 0.0f); FlameParticle flameParticle = ParticleOrchestrator._poolFlame.RequestParticle(); flameParticle.SetBasicInfo(TextureAssets.Projectile[i], new Rectangle?(), Vector2.Zero, vector2); flameParticle.SetTypeInfo(timeToLive, (int)settings.IndexOfPlayerWhoInvokedThis, player.cMount); flameParticle.FadeOutNormalizedTime = 0.3f; flameParticle.ScaleAcceleration = Vector2.One * num * -0.01666667f / timeToLive; flameParticle.Scale = Vector2.One * num; Main.ParticleSystem_World_BehindPlayers.Add((IParticle)flameParticle); if (Main.rand.Next(8) == 0) { Dust dust = Dust.NewDustDirect(vector2, 4, 4, 6, 0.0f, 0.0f, 100, new Color(), 1f); if (Main.rand.Next(2) == 0) { dust.noGravity = true; dust.fadeIn = 1.15f; } else { dust.scale = 0.6f; } dust.velocity *= 0.6f; dust.velocity.Y -= 1.2f; dust.noLight = true; dust.position.Y -= 4f; dust.shader = GameShaders.Armor.GetSecondaryShader(player.cMount, player); } } }
private static void Spawn_Keybrand(ParticleOrchestraSettings settings) { float num = Main.rand.NextFloat() * ((float)Math.PI * 2f); float num2 = 3f; Vector2 vector = new Vector2(0.7f); for (float num3 = 0f; num3 < 1f; num3 += 1f / num2) { float num4 = (float)Math.PI * 2f * num3 + num + Main.rand.NextFloatDirection() * 0.1f; Vector2 vector2 = 1.5f * vector; float divider = 60f; Vector2 value = Main.rand.NextVector2Circular(4f, 4f) * vector; PrettySparkleParticle prettySparkleParticle = _poolPrettySparkle.RequestParticle(); prettySparkleParticle.Velocity = num4.ToRotationVector2() * vector2; prettySparkleParticle.AccelerationPerFrame = num4.ToRotationVector2() * -(vector2 / divider); prettySparkleParticle.ColorTint = Color.Lerp(Color.Gold, Color.OrangeRed, Main.rand.NextFloat()); prettySparkleParticle.LocalPosition = settings.PositionInWorld + value; prettySparkleParticle.Rotation = num4; prettySparkleParticle.Scale = vector * 0.8f; Main.ParticleSystem_World_OverPlayers.Add(prettySparkleParticle); } num += 1f / num2 / 2f * ((float)Math.PI * 2f); num = Main.rand.NextFloat() * ((float)Math.PI * 2f); for (float num5 = 0f; num5 < 1f; num5 += 1f / num2) { float num6 = (float)Math.PI * 2f * num5 + num + Main.rand.NextFloatDirection() * 0.1f; Vector2 vector3 = 1f * vector; float num7 = 30f; Color value2 = Color.Lerp(Color.Gold, Color.OrangeRed, Main.rand.NextFloat()); value2 = Color.Lerp(Color.White, value2, 0.5f); value2.A = 0; Vector2 value3 = Main.rand.NextVector2Circular(4f, 4f) * vector; FadingParticle fadingParticle = _poolFading.RequestParticle(); fadingParticle.SetBasicInfo(TextureAssets.Extra[98], null, Vector2.Zero, Vector2.Zero); fadingParticle.SetTypeInfo(num7); fadingParticle.Velocity = num6.ToRotationVector2() * vector3; fadingParticle.AccelerationPerFrame = num6.ToRotationVector2() * -(vector3 / num7); fadingParticle.ColorTint = value2; fadingParticle.LocalPosition = settings.PositionInWorld + num6.ToRotationVector2() * vector3 * vector * num7 * 0.2f + value3; fadingParticle.Rotation = num6 + (float)Math.PI / 2f; fadingParticle.FadeInNormalizedTime = 0.3f; fadingParticle.FadeOutNormalizedTime = 0.4f; fadingParticle.Scale = new Vector2(0.5f, 1.2f) * 0.8f * vector; Main.ParticleSystem_World_OverPlayers.Add(fadingParticle); } num2 = 1f; num = Main.rand.NextFloat() * ((float)Math.PI * 2f); for (float num8 = 0f; num8 < 1f; num8 += 1f / num2) { float num9 = (float)Math.PI * 2f * num8 + num; float typeInfo = 30f; Color colorTint = Color.Lerp(Color.CornflowerBlue, Color.White, Main.rand.NextFloat()); colorTint.A = 127; Vector2 value4 = Main.rand.NextVector2Circular(4f, 4f) * vector; Vector2 value5 = Main.rand.NextVector2Square(0.7f, 1.3f); FadingParticle fadingParticle2 = _poolFading.RequestParticle(); fadingParticle2.SetBasicInfo(TextureAssets.Extra[174], null, Vector2.Zero, Vector2.Zero); fadingParticle2.SetTypeInfo(typeInfo); fadingParticle2.ColorTint = colorTint; fadingParticle2.LocalPosition = settings.PositionInWorld + value4; fadingParticle2.Rotation = num9 + (float)Math.PI / 2f; fadingParticle2.FadeInNormalizedTime = 0.1f; fadingParticle2.FadeOutNormalizedTime = 0.4f; fadingParticle2.Scale = new Vector2(0.1f, 0.1f) * vector; fadingParticle2.ScaleVelocity = value5 * 1f / 60f; fadingParticle2.ScaleAcceleration = value5 * -0.0166666675f / 60f; Main.ParticleSystem_World_OverPlayers.Add(fadingParticle2); } }
private static void Spawn_Keybrand(ParticleOrchestraSettings settings) { float num1 = Main.rand.NextFloat() * 6.283185f; float num2 = 3f; Vector2 vector2_1 = new Vector2(0.7f); for (float num3 = 0.0f; (double)num3 < 1.0; num3 += 1f / num2) { float f = (float)(6.28318548202515 * (double)num3 + (double)num1 + (double)Main.rand.NextFloatDirection() * 0.100000001490116); Vector2 vector2_2 = 1.5f * vector2_1; float num4 = 60f; Vector2 vector2_3 = Main.rand.NextVector2Circular(4f, 4f) * vector2_1; PrettySparkleParticle prettySparkleParticle = ParticleOrchestrator._poolPrettySparkle.RequestParticle(); prettySparkleParticle.Velocity = f.ToRotationVector2() * vector2_2; prettySparkleParticle.AccelerationPerFrame = f.ToRotationVector2() * -(vector2_2 / num4); prettySparkleParticle.ColorTint = Color.Lerp(Color.Gold, Color.OrangeRed, Main.rand.NextFloat()); prettySparkleParticle.LocalPosition = settings.PositionInWorld + vector2_3; prettySparkleParticle.Rotation = f; prettySparkleParticle.Scale = vector2_1 * 0.8f; Main.ParticleSystem_World_OverPlayers.Add((IParticle)prettySparkleParticle); } float num5 = num1 + (float)(1.0 / (double)num2 / 2.0 * 6.28318548202515); float num6 = Main.rand.NextFloat() * 6.283185f; for (float num3 = 0.0f; (double)num3 < 1.0; num3 += 1f / num2) { float f = (float)(6.28318548202515 * (double)num3 + (double)num6 + (double)Main.rand.NextFloatDirection() * 0.100000001490116); Vector2 vector2_2 = 1f * vector2_1; float timeToLive = 30f; Color color = Color.Lerp(Color.White, Color.Lerp(Color.Gold, Color.OrangeRed, Main.rand.NextFloat()), 0.5f); color.A = (byte)0; Vector2 vector2_3 = Main.rand.NextVector2Circular(4f, 4f) * vector2_1; FadingParticle fadingParticle = ParticleOrchestrator._poolFading.RequestParticle(); fadingParticle.SetBasicInfo(TextureAssets.Extra[98], new Rectangle?(), Vector2.Zero, Vector2.Zero); fadingParticle.SetTypeInfo(timeToLive); fadingParticle.Velocity = f.ToRotationVector2() * vector2_2; fadingParticle.AccelerationPerFrame = f.ToRotationVector2() * -(vector2_2 / timeToLive); fadingParticle.ColorTint = color; fadingParticle.LocalPosition = settings.PositionInWorld + f.ToRotationVector2() * vector2_2 * vector2_1 * timeToLive * 0.2f + vector2_3; fadingParticle.Rotation = f + 1.570796f; fadingParticle.FadeInNormalizedTime = 0.3f; fadingParticle.FadeOutNormalizedTime = 0.4f; fadingParticle.Scale = new Vector2(0.5f, 1.2f) * 0.8f * vector2_1; Main.ParticleSystem_World_OverPlayers.Add((IParticle)fadingParticle); } float num7 = 1f; float num8 = Main.rand.NextFloat() * 6.283185f; for (float num3 = 0.0f; (double)num3 < 1.0; num3 += 1f / num7) { float num4 = 6.283185f * num3 + num8; float timeToLive = 30f; Color color = Color.Lerp(Color.CornflowerBlue, Color.White, Main.rand.NextFloat()); color.A = (byte)127; Vector2 vector2_2 = Main.rand.NextVector2Circular(4f, 4f) * vector2_1; Vector2 vector2_3 = Main.rand.NextVector2Square(0.7f, 1.3f); FadingParticle fadingParticle = ParticleOrchestrator._poolFading.RequestParticle(); fadingParticle.SetBasicInfo(TextureAssets.Extra[174], new Rectangle?(), Vector2.Zero, Vector2.Zero); fadingParticle.SetTypeInfo(timeToLive); fadingParticle.ColorTint = color; fadingParticle.LocalPosition = settings.PositionInWorld + vector2_2; fadingParticle.Rotation = num4 + 1.570796f; fadingParticle.FadeInNormalizedTime = 0.1f; fadingParticle.FadeOutNormalizedTime = 0.4f; fadingParticle.Scale = new Vector2(0.1f, 0.1f) * vector2_1; fadingParticle.ScaleVelocity = vector2_3 * 1f / 60f; fadingParticle.ScaleAcceleration = vector2_3 * -0.01666667f / 60f; Main.ParticleSystem_World_OverPlayers.Add((IParticle)fadingParticle); } }