mirror of
https://github.com/ppy/osu
synced 2024-12-27 17:32:56 +00:00
Change particle AngularVelocity
into StartAngle
and EndAngle
This commit is contained in:
parent
6d68da8ff0
commit
c2f7b01ca4
@ -183,7 +183,8 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
|
||||
|
||||
p.StartPosition = positionInParent;
|
||||
p.Duration = RNG.NextSingle(particle_lifetime_min, particle_lifetime_max);
|
||||
p.AngularVelocity = RNG.NextSingle(-3f, 3f);
|
||||
p.StartAngle = (float)(RNG.NextDouble() * 4 - 2);
|
||||
p.EndAngle = RNG.NextSingle(-2f, 2f);
|
||||
p.EndScale = RNG.NextSingle(2f);
|
||||
|
||||
switch (Direction)
|
||||
|
@ -12,7 +12,6 @@ namespace osu.Game.Graphics.Particles
|
||||
{
|
||||
private const int particles_per_second = 80;
|
||||
private const double particle_lifetime = 500;
|
||||
private const float angular_velocity = 3f;
|
||||
private const int angle_spread = 10;
|
||||
private const float velocity_min = 1300f;
|
||||
private const float velocity_max = 1500f;
|
||||
@ -39,7 +38,8 @@ namespace osu.Game.Graphics.Particles
|
||||
p.StartPosition = OriginPosition;
|
||||
p.Duration = RNG.NextSingle((float)particle_lifetime * 0.8f, (float)particle_lifetime);
|
||||
p.Velocity = direction * new Vector2(RNG.NextSingle(velocity_min, velocity_max));
|
||||
p.AngularVelocity = RNG.NextSingle(-angular_velocity, angular_velocity);
|
||||
p.StartAngle = RNG.NextSingle(-2f, 2f);
|
||||
p.EndAngle = RNG.NextSingle(-2f, 2f);
|
||||
p.EndScale = 2f;
|
||||
|
||||
return p;
|
||||
|
@ -177,14 +177,15 @@ namespace osu.Game.Graphics.Particles
|
||||
public Vector2 StartPosition;
|
||||
public Vector2 Velocity;
|
||||
public float Duration;
|
||||
public float AngularVelocity;
|
||||
public float StartAngle;
|
||||
public float EndAngle;
|
||||
public float EndScale;
|
||||
|
||||
public float AlphaAtTime(float timeSinceStart) => 1 - progressAtTime(timeSinceStart);
|
||||
|
||||
public float ScaleAtTime(float timeSinceStart) => 1 + (EndScale - 1) * progressAtTime(timeSinceStart);
|
||||
|
||||
public float AngleAtTime(float timeSinceStart) => AngularVelocity / 1000 * timeSinceStart;
|
||||
public float AngleAtTime(float timeSinceStart) => StartAngle + (EndAngle - StartAngle) * progressAtTime(timeSinceStart);
|
||||
|
||||
public Vector2 PositionAtTime(float timeSinceStart, float gravity)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user