81 lines
2.3 KiB
Lua
81 lines
2.3 KiB
Lua
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EFFECT.WaterWake = Material("effects/splashwake1")
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function EFFECT:Init( data )
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local Pos = data:GetOrigin() + Vector(0,0,1)
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local Ent = data:GetEntity()
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self.Size = data:GetMagnitude()
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if not IsValid( Ent ) then return end
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self.LifeTime = 1
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self.DieTime = CurTime() + self.LifeTime
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local RainFX = data:GetFlags() == 1
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if RainFX then
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self.Size = self.Size * 2
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else
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self.Splash = {
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Pos = Pos,
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Mat = self.WaterWake,
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RandomAng = math.random(0,360),
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}
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end
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local LightColor = render.GetLightColor( Pos )
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self.VecCol = Vector(1,1.2,1.4) * (0.06 + (0.2126 * LightColor.r) + (0.7152 * LightColor.g) + (0.0722 * LightColor.b)) * 1000
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self.VecCol.x = math.min( self.VecCol.x, 255 )
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self.VecCol.y = math.min( self.VecCol.y, 255 )
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self.VecCol.z = math.min( self.VecCol.z, 255 )
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local emitter = Ent:GetParticleEmitter( Ent:GetPos() )
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local Vel = Ent:GetVelocity():Length()
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for i = 1, 3 do
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if emitter and emitter.Add then
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local particle = emitter:Add( "effects/splash4", Pos + VectorRand() * self.Size * 0.1 )
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if not particle then continue end
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particle:SetVelocity( Vector(0,0,math.Clamp(Vel / 100,100,250)) )
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particle:SetDieTime( 0.25 + math.min(Vel / 500,0.2) )
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particle:SetAirResistance( 60 )
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particle:SetStartAlpha( RainFX and 5 or 150 )
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particle:SetEndAlpha( 0 )
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particle:SetStartSize( self.Size * 0.2 )
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particle:SetEndSize( self.Size )
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particle:SetRollDelta( math.Rand(-1,1) * 5 )
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particle:SetColor( math.min( self.VecCol.r, 255 ), math.min( self.VecCol.g, 255 ), math.min( self.VecCol.b, 255 ) )
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particle:SetGravity( Vector( 0, 0, -600 ) )
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particle:SetCollide( false )
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end
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end
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end
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function EFFECT:Think()
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if CurTime() > self.DieTime then
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return false
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end
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return true
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end
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function EFFECT:Render()
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if not self.Splash or not self.LifeTime or not self.VecCol then return end
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local Scale = 1 - (self.DieTime - CurTime()) / self.LifeTime
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local Alpha = math.max( 100 - 150 * Scale ^ 2, 0 )
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if Alpha <= 0 then return end
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local Size = (self.Size + self.Size * Scale) * 1.5
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cam.Start3D2D( self.Splash.Pos, Angle(0,0,0), 1 )
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surface.SetMaterial( self.Splash.Mat )
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surface.SetDrawColor( math.min( self.VecCol.r, 255 ), math.min( self.VecCol.g, 255 ), math.min( self.VecCol.b, 255 ), Alpha )
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surface.DrawTexturedRectRotated( 0, 0, Size, Size, self.Splash.RandomAng )
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cam.End3D2D()
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end
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