ripple spawn particle system function
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10
src/VFX.cs
10
src/VFX.cs
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@ -40,6 +40,16 @@ static class VFX
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particle.scl = 0.1f; // (1.0f / 3) * Maths.smooth_start(Noise.u_scalar);
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particle.scl = 0.1f; // (1.0f / 3) * Maths.smooth_start(Noise.u_scalar);
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}
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}
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static void Ripple(Vec3 pos)
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{
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ripples.index = (ripples.index + 1) % ripples.count;
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Particle particle = ripples.particles[ripples.index];
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particle.state.Step(true);
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particle.pos = pos;
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particle.vel = V.XYZ(0, 0, 0); // Quat.FromAngles(Noise.u_scalar * 360, 0, 0) * Quat.FromAngles(0, Noise.u_scalar * 360, 0) * Vec3.Forward * 3.0f;
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particle.ori = Quat.Identity;
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particle.scl = 0.1f; // (1.0f / 3) * Maths.smooth_start(Noise.u_scalar);
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}
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public static void Frame()
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public static void Frame()
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{
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{
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