1116 {
1117 _ = Main.rand.NextFloat() * ((float)
Math.
PI * 2f);
1118 Vector2 movementVector = settings.MovementVector;
1119 Vector2 vector =
new Vector2(Main.rand.NextFloat() * 0.2f + 0.4f);
1120 Main.rand.NextFloat();
1121 float rotation = (float)
Math.
PI / 2f;
1122 Vector2 vector2 = Main.rand.NextVector2Circular(4f, 4f) * vector;
1124 prettySparkleParticle.AccelerationPerFrame = -movementVector * 1f / 30f;
1125 prettySparkleParticle.Velocity = movementVector;
1126 prettySparkleParticle.ColorTint =
Color.
White;
1127 prettySparkleParticle.LocalPosition = settings.PositionInWorld + vector2;
1128 prettySparkleParticle.Rotation = rotation;
1129 prettySparkleParticle.Scale = vector;
1130 prettySparkleParticle.FadeInNormalizedTime = 5
E-06f;
1131 prettySparkleParticle.FadeOutNormalizedTime = 0.95f;
1132 prettySparkleParticle.FadeInEnd = 10f;
1133 prettySparkleParticle.FadeOutStart = 20f;
1134 prettySparkleParticle.FadeOutEnd = 30f;
1135 prettySparkleParticle.TimeToLive = 30f;
1136 Main.ParticleSystem_World_OverPlayers.
Add(prettySparkleParticle);
1137 }
static ParticlePool< PrettySparkleParticle > _poolPrettySparkle
static Vector2 Add(Vector2 value1, Vector2 value2)