Пример #1
0
        public static void ClientAddHitSparks(
            IReadOnlyWeaponHitSparksPreset hitSparksPreset,
            WeaponHitData hitData,
            IWorldObject hitWorldObject,
            IProtoWorldObject protoWorldObject,
            Vector2D worldObjectPosition,
            int projectilesCount,
            ObjectMaterial objectMaterial,
            bool randomizeHitPointOffset,
            bool randomRotation,
            DrawOrder drawOrder,
            double scale = 1.0,
            double animationFrameDuration = 2 / 60.0)
        {
            var sceneObject = Api.Client.Scene.CreateSceneObject("Temp_HitSparks");

            sceneObject.Position = worldObjectPosition;
            var hitPoint = hitData.HitPoint.ToVector2D();

            if (!hitData.IsCliffsHit)
            {
                // move hitpoint a bit closer to the center of the object
                hitPoint = WeaponSystem.SharedOffsetHitWorldPositionCloserToObjectCenter(
                    hitWorldObject,
                    protoWorldObject,
                    hitPoint,
                    isRangedWeapon: randomizeHitPointOffset);
            }

            var sparksEntry = hitSparksPreset.GetForMaterial(objectMaterial);

            if (projectilesCount == 1 &&
                randomizeHitPointOffset &&
                sparksEntry.AllowRandomizedHitPointOffset)
            {
                // randomize hitpoint a bit by adding a little random offset
                var maxOffsetDistance = 0.2;
                var range             = maxOffsetDistance * RandomHelper.NextDouble();
                var angleRad          = 2 * Math.PI * RandomHelper.NextDouble();
                var randomOffset      = new Vector2D(range * Math.Cos(angleRad),
                                                     range * Math.Sin(angleRad));

                hitPoint += randomOffset;
            }

            var componentSpriteRender = Api.Client.Rendering.CreateSpriteRenderer(
                sceneObject,
                positionOffset: hitPoint,
                spritePivotPoint: (0.5, sparksEntry.PivotY),
                drawOrder: drawOrder);

            componentSpriteRender.DrawOrderOffsetY = -hitPoint.Y;
            componentSpriteRender.Scale            = (float)scale * Math.Pow(1.0 / projectilesCount, 0.35);

            if (sparksEntry.UseScreenBlending)
            {
                componentSpriteRender.BlendMode = BlendMode.Screen;
            }

            if (randomRotation)
            {
                componentSpriteRender.RotationAngleRad = (float)(RandomHelper.NextDouble() * 2 * Math.PI);
            }

            var componentAnimator = sceneObject.AddComponent <ClientComponentSpriteSheetAnimator>();
            var hitSparksEntry    = sparksEntry;

            componentAnimator.Setup(
                componentSpriteRender,
                hitSparksEntry.SpriteSheetAnimationFrames,
                frameDurationSeconds: animationFrameDuration,
                isLooped: false);

            var totalAnimationDuration = animationFrameDuration * componentAnimator.FramesCount;
            var totalDurationWithLight = 0.15 + totalAnimationDuration;

            if (hitSparksEntry.LightColor.HasValue)
            {
                // create light spot (even for melee weapons)
                var lightSource = ClientLighting.CreateLightSourceSpot(
                    sceneObject,
                    color: hitSparksEntry.LightColor.Value,
                    spritePivotPoint: (0.5, 0.5),
                    size: 7,
                    // we don't want to display nickname/healthbar for the firing character, it's too quick anyway
                    logicalSize: 0,
                    positionOffset: hitPoint);

                ClientComponentOneShotLightAnimation.Setup(lightSource, totalDurationWithLight);
            }

            componentSpriteRender.Destroy(totalAnimationDuration);
            componentAnimator.Destroy(totalAnimationDuration);

            sceneObject.Destroy(totalDurationWithLight);
        }
Пример #2
0
        public static void ClientExplode(
            Vector2D position,
            ExplosionPreset explosionPreset,
            float volume = 1.0f)
        {
            // add screen shakes
            ClientComponentCameraScreenShakes.AddRandomShakes(
                duration: explosionPreset.ScreenShakesDuration,
                worldDistanceMin: explosionPreset.ScreenShakesWorldDistanceMin,
                worldDistanceMax: explosionPreset.ScreenShakesWorldDistanceMax);

            // play sound
            var explosionSoundEmitter = Client.Audio.PlayOneShot(explosionPreset.SoundSet.GetSound(),
                                                                 worldPosition: position,
                                                                 volume: volume,
                                                                 pitch: RandomHelper.Range(0.95f, 1.05f));

            // extend explosion sound distance
            explosionSoundEmitter.CustomMinDistance = (float)explosionPreset.LightWorldSize / 3;
            explosionSoundEmitter.CustomMaxDistance = (float)explosionPreset.LightWorldSize;

            // create explosion renderer
            var explosionSpriteAnimationDuration = explosionPreset.SpriteAnimationDuration;
            var explosionSceneObject             = Client.Scene.CreateSceneObject("Temp explosion",
                                                                                  position);

            explosionSceneObject.Destroy(delay: explosionSpriteAnimationDuration);

            var explosionSpriteRenderer = Client.Rendering.CreateSpriteRenderer(
                explosionSceneObject,
                TextureResource.NoTexture,
                drawOrder: DrawOrder.Explosion,
                spritePivotPoint: (0.5, 0.5));

            explosionSpriteRenderer.Color = explosionPreset.SpriteColorMultiplicative;
            explosionSpriteRenderer.Size  = explosionPreset.SpriteSize;
            if (explosionPreset.SpriteColorAdditive.HasValue
                // ReSharper disable once CompareOfFloatsByEqualityOperator
                || explosionPreset.SpriteBrightness != 1)
            {
                var renderingMaterial = RenderingMaterial.Create(EffectResourceAdditiveColorEffect);
                renderingMaterial.EffectParameters
                .Set("ColorAdditive", explosionPreset.SpriteColorAdditive ?? Colors.Black)
                .Set("Brightness", explosionPreset.SpriteBrightness);
                explosionSpriteRenderer.RenderingMaterial = renderingMaterial;
            }

            var isFlipped = 0
                            == PositionalRandom.Get(position.ToVector2Ushort(),
                                                    minInclusive: 0,
                                                    maxExclusive: 2,
                                                    seed: 893243289);

            if (isFlipped)
            {
                explosionSpriteRenderer.DrawMode = DrawMode.FlipHorizontally;
            }

            ClientComponentOneShotSpriteSheetAnimationHelper.Setup(
                explosionSpriteRenderer,
                explosionPreset.SpriteAtlasResources.TakeByRandom(),
                explosionSpriteAnimationDuration);

            // add light source for the explosion
            var explosionLight = ClientLighting.CreateLightSourceSpot(
                explosionSceneObject,
                explosionPreset.LightColor,
                size: explosionPreset.LightWorldSize,
                positionOffset: (0, 0),
                spritePivotPoint: (0.5, 0.5));

            ClientComponentOneShotLightAnimation.Setup(
                explosionLight,
                explosionPreset.LightDuration);

            // add blast wave
            var blastAnimationDuration = explosionPreset.BlastwaveAnimationDuration;

            if (blastAnimationDuration > 0)
            {
                ClientTimersSystem.AddAction(
                    explosionPreset.BlastwaveDelay,
                    () =>
                {
                    var blastSceneObject = Client.Scene.CreateSceneObject("Temp explosion",
                                                                          position);

                    blastSceneObject.Destroy(delay: blastAnimationDuration);

                    var blastSpriteRenderer = Client.Rendering.CreateSpriteRenderer(
                        blastSceneObject,
                        new TextureResource("FX/ExplosionBlast"),
                        drawOrder: DrawOrder.Explosion - 1,
                        spritePivotPoint: (0.5, 0.5));

                    // animate blast wave
                    ClientComponentGenericAnimationHelper.Setup(
                        blastSceneObject,
                        blastAnimationDuration,
                        updateCallback: alpha =>
                    {
                        var blastwaveAlpha        = (byte)(byte.MaxValue * (1 - alpha));
                        blastSpriteRenderer.Color = explosionPreset.BlastWaveColor
                                                    .WithAlpha(blastwaveAlpha);

                        var sizeX = MathHelper.Lerp(explosionPreset.BlastwaveSizeFrom.X,
                                                    explosionPreset.BlastwaveSizeTo.X,
                                                    alpha);
                        var sizeY = MathHelper.Lerp(explosionPreset.BlastwaveSizeFrom.Y,
                                                    explosionPreset.BlastwaveSizeTo.Y,
                                                    alpha);
                        blastSpriteRenderer.Size = new Size2F(sizeX, sizeY);
                    });
                });
            }

            ClientGroundExplosionAnimationHelper.OnExplode(
                delaySeconds: explosionSpriteAnimationDuration / 2,
                position: position);
        }