79 lines
2.0 KiB
Lua
79 lines
2.0 KiB
Lua
EFFECT.GlowMat = Material( "sprites/light_glow02_add" )
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function EFFECT:Init( data )
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self.Pos = data:GetOrigin()
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self.Dir = data:GetNormal()
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self.Col = data:GetStart() or Vector(255,100,0)
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self.LifeTime = 0.2
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self.DieTime = CurTime() + self.LifeTime
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local trace = util.TraceLine( {
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start = self.Pos - self.Dir,
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endpos = self.Pos + self.Dir,
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mask = MASK_SOLID_BRUSHONLY,
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} )
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self.Flat = trace.Hit and not trace.HitSky
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local Col = self.Col
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local Pos = self.Pos
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local emitter = ParticleEmitter( Pos, false )
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for i = 0, 10 do
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local particle = emitter:Add( "sprites/light_glow02_add", Pos )
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local vel = VectorRand() * 200 + self.Dir * 80
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if not particle then continue end
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particle:SetVelocity( vel )
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particle:SetAngles( vel:Angle() + Angle(0,90,0) )
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particle:SetDieTime( math.Rand(0.2,0.4) )
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particle:SetStartAlpha( 255 )
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particle:SetEndAlpha( 0 )
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particle:SetStartSize( math.Rand(12,24) )
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particle:SetEndSize( 0 )
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particle:SetRoll( math.Rand(-100,100) )
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particle:SetRollDelta( math.Rand(-100,100) )
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particle:SetColor( Col.x,Col.y,Col.z )
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particle:SetGravity( Vector(0,0,-600) )
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particle:SetAirResistance( 0 )
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particle:SetCollide( true )
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particle:SetBounce( 0.5 )
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end
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emitter:Finish()
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end
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function EFFECT:Think()
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if self.DieTime < CurTime() then return false end
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return true
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end
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function EFFECT:Render()
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local Scale = (self.DieTime - CurTime()) / self.LifeTime
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local S1 = 200 * Scale
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local S2 = 50 * Scale
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if self.Flat then
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cam.Start3D2D( self.Pos + self.Dir, self.Dir:Angle() + Angle(90,0,0), 1 )
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surface.SetMaterial( self.GlowMat )
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surface.SetDrawColor( self.Col.x, self.Col.y, self.Col.z, 255 )
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surface.DrawTexturedRectRotated( 0, 0, S1 , S1 , 0 )
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surface.SetDrawColor( 255, 255, 255, 255 )
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surface.DrawTexturedRectRotated( 0, 0, S2 , S2 , 0 )
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cam.End3D2D()
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end
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render.SetMaterial( self.GlowMat )
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render.DrawSprite( self.Pos + self.Dir, S1, S1, Color( self.Col.x, self.Col.y, self.Col.z, 255 ) )
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render.DrawSprite( self.Pos + self.Dir, S2, S2, Color( 255, 255, 255, 255) )
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end
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