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Replace particle explosion implementation with DrawNode version
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@ -2,9 +2,10 @@
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.OpenGL.Vertices;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Utils;
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using osu.Framework.Utils;
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@ -12,64 +13,127 @@ using osuTK;
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namespace osu.Game.Graphics
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namespace osu.Game.Graphics
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{
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{
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public class ParticleExplosion : CompositeDrawable
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public class ParticleExplosion : Sprite
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{
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{
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private readonly double duration;
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private double startTime;
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private readonly List<ParticlePart> parts = new List<ParticlePart>();
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public ParticleExplosion(Texture texture, int particleCount, double duration)
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public ParticleExplosion(Texture texture, int particleCount, double duration)
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{
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{
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for (int i = 0; i < particleCount; i++)
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Texture = texture;
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{
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this.duration = duration;
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double rDuration = RNG.NextDouble(duration / 3, duration);
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Blending = BlendingParameters.Additive;
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AddInternal(new Particle(rDuration)
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for (int i = 0; i < particleCount; i++)
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{
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parts.Add(new ParticlePart(duration));
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Texture = texture
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}
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});
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Restart();
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}
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}
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public void Restart()
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public void Restart()
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{
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{
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foreach (var p in InternalChildren.OfType<Particle>())
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startTime = TransformStartTime;
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p.Play();
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this.FadeOutFromOne(duration);
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foreach (var p in parts)
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p.Randomise();
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}
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}
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private class Particle : Sprite
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protected override void Update()
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{
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{
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private readonly double duration;
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base.Update();
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public override bool RemoveWhenNotAlive => false;
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Invalidate(Invalidation.DrawNode);
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}
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public Particle(double duration)
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protected override DrawNode CreateDrawNode() => new ParticleExplosionDrawNode(this);
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private class ParticleExplosionDrawNode : SpriteDrawNode
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{
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private List<ParticlePart> parts = new List<ParticlePart>();
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private ParticleExplosion source => (ParticleExplosion)Source;
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private double startTime;
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private double currentTime;
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private Vector2 sourceSize;
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public ParticleExplosionDrawNode(Sprite source)
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: base(source)
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{
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{
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this.duration = duration;
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Origin = Anchor.Centre;
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Blending = BlendingParameters.Additive;
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RelativePositionAxes = Axes.Both;
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}
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}
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protected override void LoadComplete()
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public override void ApplyState()
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{
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{
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base.LoadComplete();
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base.ApplyState();
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Play();
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parts = source.parts;
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sourceSize = source.Size;
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startTime = source.startTime;
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currentTime = source.Time.Current;
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}
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}
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public void Play()
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protected override void Blit(Action<TexturedVertex2D> vertexAction)
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{
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{
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double direction = RNG.NextSingle(0, MathF.PI * 2);
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foreach (var p in parts)
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{
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var pos = p.PositionAtTime(currentTime - startTime);
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this.MoveTo(new Vector2(0.5f));
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// todo: implement per particle.
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this.MoveTo(new Vector2(0.5f) + positionForOffset(RNG.NextSingle(0.5f)), duration);
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var rect = new RectangleF(pos.X * sourceSize.X, pos.Y * sourceSize.Y, Texture.DisplayWidth, Texture.DisplayHeight);
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this.FadeOutFromOne(duration);
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var quad = new Quad(
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Expire();
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Vector2Extensions.Transform(rect.TopLeft, DrawInfo.Matrix),
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Vector2Extensions.Transform(rect.TopRight, DrawInfo.Matrix),
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Vector2Extensions.Transform(rect.BottomLeft, DrawInfo.Matrix),
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Vector2Extensions.Transform(rect.BottomRight, DrawInfo.Matrix)
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);
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DrawQuad(Texture, quad, DrawColourInfo.Colour, null, vertexAction,
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new Vector2(InflationAmount.X / DrawRectangle.Width, InflationAmount.Y / DrawRectangle.Height),
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null, TextureCoords);
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}
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}
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}
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private class ParticlePart
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{
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private readonly double totalDuration;
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private double duration;
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private double direction;
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private float distance;
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public ParticlePart(double totalDuration)
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{
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this.totalDuration = totalDuration;
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Randomise();
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}
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public Vector2 PositionAtTime(double time)
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{
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return new Vector2(0.5f) + positionForOffset(distance * (float)(time / duration));
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Vector2 positionForOffset(float offset) => new Vector2(
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Vector2 positionForOffset(float offset) => new Vector2(
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(float)(offset * Math.Sin(direction)),
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(float)(offset * Math.Sin(direction)),
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(float)(offset * Math.Cos(direction))
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(float)(offset * Math.Cos(direction))
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);
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);
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}
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}
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public void Randomise()
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{
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distance = RNG.NextSingle(0.5f);
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duration = RNG.NextDouble(totalDuration / 3, totalDuration);
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direction = RNG.NextSingle(0, MathF.PI * 2);
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}
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}
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}
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}
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}
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}
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}
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