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Java ParticleSpawner.spawn方法代码示例

本文整理汇总了Java中com.teamwizardry.librarianlib.features.particle.ParticleSpawner.spawn方法的典型用法代码示例。如果您正苦于以下问题:Java ParticleSpawner.spawn方法的具体用法?Java ParticleSpawner.spawn怎么用?Java ParticleSpawner.spawn使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在com.teamwizardry.librarianlib.features.particle.ParticleSpawner的用法示例。


在下文中一共展示了ParticleSpawner.spawn方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。

示例1: handle

import com.teamwizardry.librarianlib.features.particle.ParticleSpawner; //导入方法依赖的package包/类
@Override
public void handle(MessageContext messageContext) {
	if (messageContext.side.isServer()) return;

	World world = Minecraft.getMinecraft().player.world;

	ParticleBuilder builder = new ParticleBuilder(1);
	builder.setAlphaFunction(new InterpFadeInOut(0.1f, 0.3f));
	builder.setColorFunction(new InterpColorFade(Color.GREEN, 1, 255, 1));
	builder.setRender(new ResourceLocation(Constants.MOD_ID, "particles/glow"));
	ParticleSpawner.spawn(builder, world, new StaticInterp<>(new Vec3d(pos.getX() + 0.5, pos.getY() + 1.25, pos.getZ() + 0.5)), ThreadLocalRandom.current().nextInt(200, 300), 0, (aFloat, particleBuilder) -> {
		double radius = 0.1;
		double t = 2 * Math.PI * ThreadLocalRandom.current().nextDouble(-radius, radius);
		double u = ThreadLocalRandom.current().nextDouble(-radius, radius) + ThreadLocalRandom.current().nextDouble(-radius, radius);
		double r = (u > 1) ? 2 - u : u;
		double x1 = r * Math.cos(t), z1 = r * Math.sin(t);
		builder.setPositionOffset(new Vec3d(x1, ThreadLocalRandom.current().nextDouble(-0.1, 0.1), z1));
		builder.setScale(ThreadLocalRandom.current().nextFloat());
		builder.setMotion(new Vec3d(ThreadLocalRandom.current().nextDouble(-0.01, 0.01),
				ThreadLocalRandom.current().nextDouble(-0.01, 0.01),
				ThreadLocalRandom.current().nextDouble(-0.01, 0.01)));
		builder.setLifetime(ThreadLocalRandom.current().nextInt(20, 80));
	});
}
 
开发者ID:TeamWizardry,项目名称:TMT-Refraction,代码行数:25,代码来源:PacketAssemblyDoneParticles.java

示例2: BLOCK_HIGHLIGHT

import com.teamwizardry.librarianlib.features.particle.ParticleSpawner; //导入方法依赖的package包/类
public static void BLOCK_HIGHLIGHT(World world, BlockPos pos, Color color) {
	ParticleBuilder glitter = new ParticleBuilder(10);
	glitter.setRenderNormalLayer(new ResourceLocation(Wizardry.MODID, Constants.MISC.SPARKLE_BLURRED));
	glitter.setAlphaFunction(new InterpFadeInOut(0.3f, 0.3f));
	glitter.setColor(color);
	glitter.disableRandom();
	glitter.disableMotionCalculation();
	glitter.setScale(2f);
	glitter.setLifetime(200);

	double indent = 0.75;
	Vec3d bottom = new Vec3d(pos.getX() + 0.5, pos.getY() + 0.5 - indent, pos.getZ() + 0.5);
	Vec3d top = new Vec3d(pos.getX() + 0.5, pos.getY() + 0.5 + indent, pos.getZ() + 0.5);
	Vec3d front = new Vec3d(pos.getX() + 0.5, pos.getY() + 0.5, pos.getZ() + 0.5 + indent);
	Vec3d back = new Vec3d(pos.getX() + 0.5, pos.getY() + 0.5, pos.getZ() + 0.5 - indent);
	Vec3d left = new Vec3d(pos.getX() + 0.5 + indent, pos.getY() + 0.5, pos.getZ() + 0.5);
	Vec3d right = new Vec3d(pos.getX() + 0.5 - indent, pos.getY() + 0.5, pos.getZ() + 0.5);

	ParticleSpawner.spawn(glitter, world, new StaticInterp<>(bottom), 1);
	ParticleSpawner.spawn(glitter, world, new StaticInterp<>(top), 1);
	ParticleSpawner.spawn(glitter, world, new StaticInterp<>(left), 1);
	ParticleSpawner.spawn(glitter, world, new StaticInterp<>(right), 1);
	ParticleSpawner.spawn(glitter, world, new StaticInterp<>(front), 1);
	ParticleSpawner.spawn(glitter, world, new StaticInterp<>(back), 1);
}
 
开发者ID:TeamWizardry,项目名称:Wizardry,代码行数:26,代码来源:LibParticles.java

示例3: SPIRIT_WIGHT_FLAME_FAR

import com.teamwizardry.librarianlib.features.particle.ParticleSpawner; //导入方法依赖的package包/类
public static void SPIRIT_WIGHT_FLAME_FAR(World world, Vec3d pos) {
	ParticleBuilder glitter = new ParticleBuilder(30);
	glitter.setRender(new ResourceLocation(Wizardry.MODID, MISC.SPARKLE_BLURRED));
	glitter.setAlphaFunction(new InterpFadeInOut(0.3f, 0.3f));

	ParticleSpawner.spawn(glitter, world, new StaticInterp<>(pos), 5, 0, (i, build) -> {
		double radius = 0.15;
		double theta = 2.0f * (float) Math.PI * RandUtil.nextFloat();
		double r = radius * RandUtil.nextFloat();
		double x = r * MathHelper.cos((float) theta);
		double z = r * MathHelper.sin((float) theta);

		glitter.setColorFunction(new InterpColorHSV(Color.RED, 50, 20.0F));
		glitter.setPositionOffset(new Vec3d(x, RandUtil.nextDouble(0, 0.5), z));
		glitter.addMotion(new Vec3d(0, RandUtil.nextDouble(0, 0.02), 0));
	});
}
 
开发者ID:TeamWizardry,项目名称:Wizardry,代码行数:18,代码来源:LibParticles.java

示例4: CRAFTING_ALTAR_IDLE

import com.teamwizardry.librarianlib.features.particle.ParticleSpawner; //导入方法依赖的package包/类
public static void CRAFTING_ALTAR_IDLE(World world, Vec3d pos) {
	ParticleBuilder glitter = new ParticleBuilder(30);
	glitter.setRender(new ResourceLocation(Wizardry.MODID, MISC.SPARKLE_BLURRED));
	glitter.setAlphaFunction(new InterpFadeInOut(1f, 1f));
	glitter.addMotion(new Vec3d(RandUtil.nextDouble(-0.01, 0.01),
			RandUtil.nextDouble(0, 0.05),
			RandUtil.nextDouble(-0.01, 0.01)));
	glitter.setColor(new Color(0x0022FF));

	ParticleSpawner.spawn(glitter, world, new StaticInterp<>(pos), 1, 0, (i, build) -> {
		double radius = 0.1;
		double theta = 2.0f * (float) Math.PI * RandUtil.nextFloat();
		double r = radius * RandUtil.nextFloat();
		double x = r * MathHelper.cos((float) theta);
		double z = r * MathHelper.sin((float) theta);
		glitter.setScale((float) RandUtil.nextDouble(1, 2));
		glitter.setLifetime(RandUtil.nextInt(5, 30));
		glitter.setScaleFunction(new InterpScale((float) RandUtil.nextDouble(1, 1.5), 0));
		glitter.setPositionOffset(new Vec3d(x, RandUtil.nextDouble(0, 0.3), z));
	});
}
 
开发者ID:TeamWizardry,项目名称:Wizardry,代码行数:22,代码来源:LibParticles.java

示例5: SPIRIT_WIGHT_HURT

import com.teamwizardry.librarianlib.features.particle.ParticleSpawner; //导入方法依赖的package包/类
public static void SPIRIT_WIGHT_HURT(World world, Vec3d pos) {
	ParticleBuilder glitter = new ParticleBuilder(RandUtil.nextInt(100, 150));
	glitter.setColorFunction(new InterpColorHSV(Color.BLUE, 50, 20.0F));
	glitter.setRender(new ResourceLocation(Wizardry.MODID, MISC.SPARKLE_BLURRED));
	glitter.setAlphaFunction(new InterpFadeInOut(0.1f, 0.1f));

	ParticleSpawner.spawn(glitter, world, new StaticInterp<>(pos), RandUtil.nextInt(40, 100), 0, (i, build) -> {
		double radius = 0.2;
		double theta = 2.0f * (float) Math.PI * RandUtil.nextFloat();
		double r = radius * RandUtil.nextFloat();
		double x = r * MathHelper.cos((float) theta);
		double z = r * MathHelper.sin((float) theta);

		glitter.setPositionOffset(new Vec3d(x, RandUtil.nextDouble(0, 0.4), z));
		glitter.setMotion(new Vec3d(0, RandUtil.nextDouble(0, 0.02), 0));
	});
}
 
开发者ID:TeamWizardry,项目名称:Wizardry,代码行数:18,代码来源:LibParticles.java

示例6: EXPLODE

import com.teamwizardry.librarianlib.features.particle.ParticleSpawner; //导入方法依赖的package包/类
public static void EXPLODE(World world, Vec3d pos, Color color1, Color color2, double strengthUpwards, double strengthSideways, int amount, int lifeTime, int lifeTimeRange, boolean bounce) {
	ParticleBuilder glitter = new ParticleBuilder(10);
	glitter.setRender(new ResourceLocation(Wizardry.MODID, MISC.SPARKLE_BLURRED));
	glitter.setCollision(true);
	glitter.enableMotionCalculation();
	glitter.setColorFunction(new InterpColorHSV(ColorUtils.changeColorAlpha(color1, RandUtil.nextInt(50, 150)), ColorUtils.changeColorAlpha(color2, RandUtil.nextInt(50, 150))));
	glitter.setAcceleration(new Vec3d(0, RandUtil.nextDouble(-0.03, -0.04), 0));
	glitter.setCanBounce(true);
	ParticleSpawner.spawn(glitter, world, new StaticInterp<>(pos), amount, 0, (i, build) -> {
		double radius = RandUtil.nextDouble(1, 2);
		double theta = 2.0f * (float) Math.PI * RandUtil.nextFloat();
		double r = radius * RandUtil.nextFloat();
		double x = r * MathHelper.cos((float) theta);
		double z = r * MathHelper.sin((float) theta);
		Vec3d normalize = new Vec3d(x, 0, z).normalize();
		glitter.setMotion(new Vec3d(
				normalize.x * RandUtil.nextDouble(-strengthSideways, strengthSideways),
				RandUtil.nextDouble(-strengthUpwards, strengthUpwards),
				normalize.z * RandUtil.nextDouble(-strengthSideways, strengthSideways)
		));
		glitter.setAlphaFunction(new InterpFadeInOut(0.0f, RandUtil.nextFloat()));
		glitter.setLifetime(RandUtil.nextInt(lifeTime - lifeTimeRange, lifeTime + lifeTimeRange));
		glitter.setScale(RandUtil.nextFloat());
	});
}
 
开发者ID:TeamWizardry,项目名称:Wizardry,代码行数:26,代码来源:LibParticles.java

示例7: FIZZING_EXPLOSION

import com.teamwizardry.librarianlib.features.particle.ParticleSpawner; //导入方法依赖的package包/类
public static void FIZZING_EXPLOSION(World world, Vec3d pos) {
	ParticleBuilder glitter = new ParticleBuilder(50);
	glitter.setScale(0.3f);
	glitter.setRender(new ResourceLocation(Wizardry.MODID, MISC.SPARKLE_BLURRED));
	glitter.setAlphaFunction(new InterpFadeInOut(0.0f, 0.3f));

	ParticleSpawner.spawn(glitter, world, new StaticInterp<>(pos), 300, 0, (aFloat, particleBuilder) -> {
		glitter.setLifetime(RandUtil.nextInt(20, 30));
		glitter.setColor(ColorUtils.changeColorAlpha(new Color(0x0097FF), RandUtil.nextInt(100, 255)));
		glitter.setMotion(new Vec3d(RandUtil.nextDouble(-0.5, 0.5), RandUtil.nextDouble(-0.5, 0.5), RandUtil.nextDouble(-0.5, 0.5)));
	});
}
 
开发者ID:TeamWizardry,项目名称:Wizardry,代码行数:13,代码来源:LibParticles.java

示例8: render

import com.teamwizardry.librarianlib.features.particle.ParticleSpawner; //导入方法依赖的package包/类
@Override
public void render(TileJar te, double x, double y, double z, float partialTicks, int destroyStage, float alpha) {
	//InterpBezier3D bezier = new InterpBezier3D(new Vec3d(te.getPos().add(-5, 5, 0)), new Vec3d(te.getPos().add(5, 5, 0)), new Vec3d(0, 3, 0), new Vec3d(0, -3, 0));
	////InterpLine bezier = new InterpLine(new Vec3d(te.getPos().add(-5, 5, 0)), new Vec3d(te.getPos().add(5, 5, 0)));
	//LightEffectUtil.renderBilinearGradient(bezier.list(50), Color.WHITE, 0.2, new Vec3d(0, 1, 0));
	//LightEffectUtil.renderBilinearGradient(bezier.list(50), Color.BLUE, 0.3, new Vec3d(0, 1, 0));
	//LightEffectUtil.renderBilinearGradient(bezier.list(50), Color.CYAN, 0.5, new Vec3d(0, 1, 0));
	//LightEffectUtil.renderBilinearGradient(bezier.list(50), Color.CYAN, 1.5, new Vec3d(0, 1, 0));
	if (!te.hasFairy) return;
	double timeDifference = (ClientTickHandler.getTicks() + partialTicks) / 20.0;
	Vec3d pos = new Vec3d(te.getPos()).addVector(0.5, 0.35 + 0.2 * MathHelper.sin((float) timeDifference), 0.5);

	Color color = te.color;
	ParticleBuilder glitter = new ParticleBuilder(10);
	glitter.setColor(color);
	glitter.setRender(new ResourceLocation(Wizardry.MODID, Constants.MISC.SPARKLE_BLURRED));
	glitter.setAlphaFunction(new InterpFadeInOut(0.2f, 1f));
	glitter.setScale(0.3f);
	ParticleSpawner.spawn(glitter, te.getWorld(), new StaticInterp<>(pos), 1);

	if (RandUtil.nextInt(10) == 0) {
		ParticleBuilder trail = new ParticleBuilder(20);
		trail.setColor(te.color);
		trail.setRender(new ResourceLocation(Wizardry.MODID, Constants.MISC.SPARKLE_BLURRED));
		trail.setAlphaFunction(new InterpFadeInOut(0.2f, 1f));
		trail.setScale(0.2f);
		//trail.enableMotionCalculation();
		ParticleSpawner.spawn(trail, te.getWorld(), new StaticInterp<>(pos), 1, 0, (aFloat, particleBuilder) -> {
			trail.setMotion(new Vec3d(
					RandUtil.nextDouble(-0.005, 0.005),
					RandUtil.nextDouble(-0.005, 0.005),
					RandUtil.nextDouble(-0.005, 0.005)
			));
		});
	}
}
 
开发者ID:TeamWizardry,项目名称:Wizardry,代码行数:37,代码来源:TileJarRenderer.java

示例9: BOOK_BEAM_NORMAL

import com.teamwizardry.librarianlib.features.particle.ParticleSpawner; //导入方法依赖的package包/类
public static void BOOK_BEAM_NORMAL(World world, Vec3d pos) {
	ParticleBuilder glitter = new ParticleBuilder(50);
	glitter.setRender(new ResourceLocation(Wizardry.MODID, MISC.SPARKLE_BLURRED));
	glitter.setAlphaFunction(new InterpFadeInOut(0.0f, 0.3f));

	ParticleSpawner.spawn(glitter, world, new StaticInterp<>(pos), 10, 0, (aFloat, particleBuilder) -> {
		glitter.setMotion(new Vec3d(RandUtil.nextDouble(-0.02, 0.02), RandUtil.nextDouble(0, 1.0), RandUtil.nextDouble(-0.02, 0.02)));
		glitter.setColor(new Color(255, 255, 255, RandUtil.nextInt(0, 255)));
		glitter.setScale(RandUtil.nextFloat());
		glitter.setLifetime(RandUtil.nextInt(0, 50));
	});
}
 
开发者ID:TeamWizardry,项目名称:Wizardry,代码行数:13,代码来源:LibParticles.java

示例10: BOOK_BEAM_HELIX

import com.teamwizardry.librarianlib.features.particle.ParticleSpawner; //导入方法依赖的package包/类
public static void BOOK_BEAM_HELIX(World world, Vec3d pos) {
	ParticleBuilder helix = new ParticleBuilder(200);
	helix.setRender(new ResourceLocation(Wizardry.MODID, MISC.SPARKLE_BLURRED));
	helix.setAlphaFunction(new InterpFadeInOut(0.3f, 0.3f));

	ParticleSpawner.spawn(helix, world, new StaticInterp<>(pos), 30, 0, (aFloat, particleBuilder) -> {
		helix.setColor(new Color(255, 255, 255, RandUtil.nextInt(0, 255)));
		helix.setScale(RandUtil.nextFloat());
		helix.setPositionFunction(new InterpHelix(Vec3d.ZERO, new Vec3d(0, RandUtil.nextDouble(1.0, 255.0), 0), 0, RandUtil.nextInt(1, 5), RandUtil.nextInt(1, 5), 0));
		helix.setLifetime(RandUtil.nextInt(0, 200));
	});
}
 
开发者ID:TeamWizardry,项目名称:Wizardry,代码行数:13,代码来源:LibParticles.java

示例11: COLORFUL_BATTERY_BEZIER

import com.teamwizardry.librarianlib.features.particle.ParticleSpawner; //导入方法依赖的package包/类
public static void COLORFUL_BATTERY_BEZIER(World world, BlockPos pedestal, BlockPos center) {
	ParticleBuilder glitter = new ParticleBuilder(200);
	glitter.setRender(new ResourceLocation(Wizardry.MODID, MISC.SPARKLE_BLURRED));
	glitter.setAlphaFunction(new InterpFadeInOut(0.5f, 0.3f));

	ParticleSpawner.spawn(glitter, world, new StaticInterp<>(new Vec3d(pedestal).addVector(0.5, 1, 0.5)), 1, 0, (aFloat, particleBuilder) -> {
		glitter.setColorFunction(new InterpColorHSV(ColorUtils.changeColorAlpha(Color.BLUE, RandUtil.nextInt(100, 150)), ColorUtils.changeColorAlpha(Color.CYAN, RandUtil.nextInt(100, 150))));
		glitter.setScale(RandUtil.nextFloat());
		glitter.setPositionFunction(new InterpBezier3D(Vec3d.ZERO, new Vec3d(center.subtract(pedestal)), new Vec3d(0, 3, 0), new Vec3d(0, 5, 0)));
		glitter.setScaleFunction(new InterpScale(1, 0.4f));
		glitter.setLifetime(RandUtil.nextInt(10, 30));
	});
}
 
开发者ID:TeamWizardry,项目名称:Wizardry,代码行数:14,代码来源:LibParticles.java

示例12: FAIRY_HEAD

import com.teamwizardry.librarianlib.features.particle.ParticleSpawner; //导入方法依赖的package包/类
public static void FAIRY_HEAD(World world, Vec3d pos, Color color) {
	ParticleBuilder glitter = new ParticleBuilder(3);
	glitter.setColor(color);
	glitter.setRender(new ResourceLocation(Wizardry.MODID, Constants.MISC.SPARKLE_BLURRED));
	glitter.setAlphaFunction(new InterpFadeInOut(0.2f, 1f));
	glitter.setScale(3.5f);
	ParticleSpawner.spawn(glitter, world, new StaticInterp<>(pos), 2);

	ParticleBuilder glitter2 = new ParticleBuilder(5);
	glitter2.setColor(color);
	glitter2.setRender(new ResourceLocation(Wizardry.MODID, Constants.MISC.SPARKLE_BLURRED));
	glitter2.setAlphaFunction(new InterpFadeInOut(0.2f, 1f));
	glitter2.setScale(1);
	ParticleSpawner.spawn(glitter2, world, new StaticInterp<>(pos), 3);
}
 
开发者ID:TeamWizardry,项目名称:Wizardry,代码行数:16,代码来源:LibParticles.java

示例13: STRUCTURE_FLAIR

import com.teamwizardry.librarianlib.features.particle.ParticleSpawner; //导入方法依赖的package包/类
public static void STRUCTURE_FLAIR(World world, Vec3d pos, Color color) {
	ParticleBuilder glitter = new ParticleBuilder(10);
	glitter.setRenderNormalLayer(new ResourceLocation(Wizardry.MODID, MISC.SPARKLE_BLURRED));

	glitter.setAlphaFunction(new InterpFadeInOut(0F, 0.9F));
	glitter.setColor(color);
	glitter.setLifetime(40);
	glitter.setScale(2);
	ParticleSpawner.spawn(glitter, world, new StaticInterp<>(pos), 1, 0, (i, build) -> {
		build.setScale(5);
	});
	ParticleSpawner.spawn(glitter, world, new StaticInterp<>(pos), 10, 0, (i, build) -> {
		build.setScale(2);
		int x = RandUtil.nextInt(4);
		switch (x) {
			case 0:
				glitter.setMotion(new Vec3d(0, 0, 0.2));
				break;
			case 1:
				glitter.setMotion(new Vec3d(0, 0, -0.2));
				break;
			case 2:
				glitter.setMotion(new Vec3d(0.2, 0, 0));
				break;
			case 3:
				glitter.setMotion(new Vec3d(-0.2, 0, 0));
				break;
		}
	});
}
 
开发者ID:TeamWizardry,项目名称:Wizardry,代码行数:31,代码来源:LibParticles.java

示例14: runClient

import com.teamwizardry.librarianlib.features.particle.ParticleSpawner; //导入方法依赖的package包/类
@Override
@SideOnly(Side.CLIENT)
public void runClient(@Nonnull SpellData spell) {
	World world = spell.world;
	Vec3d position = spell.getData(TARGET_HIT);

	if (position == null) return;

	ParticleBuilder glitter = new ParticleBuilder(1);
	glitter.setAlphaFunction(new InterpFadeInOut(0.0f, 0.1f));
	glitter.setRender(new ResourceLocation(Wizardry.MODID, Constants.MISC.SPARKLE_BLURRED));
	glitter.enableMotionCalculation();
	glitter.setScaleFunction(new InterpScale(1, 0));
	glitter.setAcceleration(new Vec3d(0, -0.02, 0));
	glitter.setCollision(true);
	glitter.setCanBounce(true);
	ParticleSpawner.spawn(glitter, world, new StaticInterp<>(position), RandUtil.nextInt(5, 15), 0, (aFloat, particleBuilder) -> {
		double radius = 2;
		double theta = 2.0f * (float) Math.PI * RandUtil.nextFloat();
		double r = radius * RandUtil.nextFloat();
		double x = r * MathHelper.cos((float) theta);
		double z = r * MathHelper.sin((float) theta);
		glitter.setScale(RandUtil.nextFloat());
		glitter.setPositionOffset(new Vec3d(x, RandUtil.nextDouble(-2, 2), z));
		glitter.setLifetime(RandUtil.nextInt(50, 100));
		Vec3d direction = position.add(glitter.getPositionOffset()).subtract(position).normalize().scale(1 / 5);
		glitter.addMotion(direction.scale(RandUtil.nextDouble(0.5, 1)));
	});

}
 
开发者ID:TeamWizardry,项目名称:Wizardry,代码行数:31,代码来源:ModuleEffectFreeze.java

示例15: runClient

import com.teamwizardry.librarianlib.features.particle.ParticleSpawner; //导入方法依赖的package包/类
@Override
@SideOnly(Side.CLIENT)
public void runClient(@Nonnull SpellData spell) {
	Entity caster = spell.getData(CASTER);
	Entity target = spell.getData(DefaultKeys.ENTITY_HIT);

	Entity finalEntity = isHead() ? caster == null ? target : caster : target;

	if (finalEntity == null) return;

	ParticleBuilder glitter = new ParticleBuilder(1);
	glitter.setRender(new ResourceLocation(Wizardry.MODID, Constants.MISC.SPARKLE_BLURRED));
	ParticleSpawner.spawn(glitter, spell.world, new InterpCircle(finalEntity.getPositionVector().addVector(0, finalEntity.height / 2.0, 0), new Vec3d(0, 1, 0), 1, 10), 50, RandUtil.nextInt(10, 15), (aFloat, particleBuilder) -> {
		if (RandUtil.nextBoolean()) {
			glitter.setColor(getPrimaryColor());
			glitter.setMotion(new Vec3d(0, RandUtil.nextDouble(0.01, 0.1), 0));
		} else {
			glitter.setColor(getSecondaryColor());
			glitter.setMotion(new Vec3d(0, RandUtil.nextDouble(-0.1, -0.01), 0));
		}
		glitter.setLifetime(RandUtil.nextInt(20, 30));
		glitter.setScale((float) RandUtil.nextDouble(0.3, 1));
		glitter.setAlphaFunction(new InterpFadeInOut(0.3f, (float) RandUtil.nextDouble(0.6, 1)));
		glitter.setLifetime(RandUtil.nextInt(10, 20));
		glitter.setScaleFunction(new InterpScale(1, 0));
	});

}
 
开发者ID:TeamWizardry,项目名称:Wizardry,代码行数:29,代码来源:ModuleShapeSelf.java


注:本文中的com.teamwizardry.librarianlib.features.particle.ParticleSpawner.spawn方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。