68 lines
2.0 KiB
Lua
68 lines
2.0 KiB
Lua
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function EFFECT:Init( data )
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local Pos = data:GetOrigin()
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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 = math.Rand(1.5,3)
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self.DieTime = CurTime() + self.LifeTime
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local LightColor = render.GetLightColor( Pos )
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local 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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VecCol.x = math.min( VecCol.x, 255 )
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VecCol.y = math.min( VecCol.y, 255 )
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VecCol.z = math.min( VecCol.z, 255 )
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self.Splash = {
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Pos = Pos,
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Mat = Material("effects/splashwake1"),
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RandomAng = math.random(0,360),
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Color = VecCol,
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}
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local emitter = Ent:GetParticleEmitter( Ent:GetPos() )
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if emitter and emitter.Add then
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local particle = emitter:Add( "effects/splash4", Pos )
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if not particle then return end
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local Vel = Ent:GetVelocity():Length()
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particle:SetVelocity( Vector(0,0,math.Clamp(Vel / 2,100,250)) )
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particle:SetDieTime( 0.25 + math.min(Vel / 200,0.35) )
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particle:SetAirResistance( 60 )
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particle:SetStartAlpha( 255 )
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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 * 2 )
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particle:SetRoll( math.Rand(-1,1) * 100 )
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particle:SetColor( VecCol.r, VecCol.g, VecCol.b )
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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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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 self.Splash and self.LifeTime then
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local Scale = ((self.DieTime - self.LifeTime - CurTime()) / self.LifeTime)
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local S = self.Size * 5 + (self.Size * 5) * Scale
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local Alpha = 100 + 100 * Scale
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cam.Start3D2D( self.Splash.Pos + Vector(0,0,1), Angle(0,0,0), 1 )
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surface.SetMaterial( self.Splash.Mat )
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surface.SetDrawColor( self.Splash.Color.r, self.Splash.Color.g, self.Splash.Color.b, Alpha )
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surface.DrawTexturedRectRotated( 0, 0, S , S, self.Splash.RandomAng )
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cam.End3D2D()
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end
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end
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