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Merge pull request #6760 from ericrius1/muzzleFix
Fix to pistol.js so muzzle flash particle system doesn't stick around…
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commit
29612f2246
1 changed files with 27 additions and 41 deletions
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@ -37,6 +37,13 @@
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this.bulletForce = 10;
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this.showLaser = false;
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this.laserOffsets = {
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y: 0.095
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};
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this.firingOffsets = {
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z: 0.16
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}
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};
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Pistol.prototype = {
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@ -272,46 +279,12 @@
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});
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}, 100);
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Entities.editEntity(this.flash, {
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isEmitting: true
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});
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Script.setTimeout(function() {
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Entities.editEntity(_this.flash, {
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isEmitting: false
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});
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}, 100)
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},
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preload: function(entityID) {
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this.entityID = entityID;
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this.laser = Overlays.addOverlay("line3d", {
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start: ZERO_VECTOR,
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end: ZERO_VECTOR,
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color: COLORS.RED,
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alpha: 1,
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visible: true,
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lineWidth: 2
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});
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this.laserOffsets = {
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y: 0.095
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};
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this.firingOffsets = {
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z: 0.16
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}
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var gunProps = Entities.getEntityProperties(this.entityID, ['position', 'rotation']);
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var position = gunProps.position;
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var rotation = Quat.fromPitchYawRollDegrees(0, 0, 0);
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this.firingDirection = Quat.getFront(rotation);
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var upVec = Quat.getUp(rotation);
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this.barrelPoint = Vec3.sum(position, Vec3.multiply(upVec, this.laserOffsets.y));
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this.barrelPoint = Vec3.sum(this.barrelPoint, Vec3.multiply(this.firingDirection, this.firingOffsets.z))
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this.flash = Entities.addEntity({
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var flash = Entities.addEntity({
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type: "ParticleEffect",
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position: this.barrelPoint,
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"name": "Muzzle Flash",
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isEmitting: false,
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lifetime: 4,
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parentID: this.entityID,
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"color": {
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red: 228,
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green: 128,
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@ -363,14 +336,27 @@
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"additiveBlending": true,
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"textures": "http://ericrius1.github.io/PartiArt/assets/star.png"
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});
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Script.setTimeout(function() {
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Entities.editEntity(flash, {
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isEmitting: false
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});
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}, 100)
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Script.setTimeout(function() {
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Entities.editEntity(_this.flash, {parentID: _this.entityID});
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}, 500)
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},
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preload: function(entityID) {
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this.entityID = entityID;
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this.laser = Overlays.addOverlay("line3d", {
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start: ZERO_VECTOR,
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end: ZERO_VECTOR,
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color: COLORS.RED,
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alpha: 1,
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visible: true,
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lineWidth: 2
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});
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},
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};
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// entity scripts always need to return a newly constructed object of our type
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return new Pistol();
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});
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});
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