1461 {
1462 float num = Main.rand.NextFloat() * ((float)
Math.
PI * 2f);
1463 float num2 = 3f;
1465 for (float num3 = 0f; num3 < 1f; num3 += 1f / num2)
1466 {
1467 float num4 = (float)
Math.
PI * 2f * num3 + num + Main.rand.NextFloatDirection() * 0.1f;
1468 Vector2 vector2 = 1.5f * vector;
1469 float num5 = 60f;
1470 Vector2 vector3 = Main.rand.NextVector2Circular(4f, 4f) * vector;
1472 prettySparkleParticle.Velocity = num4.ToRotationVector2() * vector2;
1473 prettySparkleParticle.AccelerationPerFrame = num4.ToRotationVector2() * -(vector2 / num5);
1475 prettySparkleParticle.LocalPosition = settings.PositionInWorld + vector3;
1476 prettySparkleParticle.Rotation = num4;
1477 prettySparkleParticle.Scale = vector * 0.8f;
1478 Main.ParticleSystem_World_OverPlayers.
Add(prettySparkleParticle);
1479 }
1480 num += 1f / num2 / 2f * ((float)
Math.
PI * 2f);
1481 num = Main.rand.NextFloat() * ((float)
Math.
PI * 2f);
1482 for (float num6 = 0f; num6 < 1f; num6 += 1f / num2)
1483 {
1484 float num7 = (float)
Math.
PI * 2f * num6 + num + Main.rand.NextFloatDirection() * 0.1f;
1485 Vector2 vector4 = 1f * vector;
1486 float num8 = 30f;
1489 value.A = 0;
1490 Vector2 vector5 = Main.rand.NextVector2Circular(4f, 4f) * vector;
1494 fadingParticle.Velocity = num7.ToRotationVector2() * vector4;
1495 fadingParticle.AccelerationPerFrame = num7.ToRotationVector2() * -(vector4 / num8);
1496 fadingParticle.ColorTint =
value;
1497 fadingParticle.LocalPosition = settings.PositionInWorld + num7.ToRotationVector2() * vector4 * vector * num8 * 0.2f + vector5;
1498 fadingParticle.Rotation = num7 + (float)
Math.
PI / 2f;
1499 fadingParticle.FadeInNormalizedTime = 0.3f;
1500 fadingParticle.FadeOutNormalizedTime = 0.4f;
1501 fadingParticle.Scale =
new Vector2(0.5f, 1.2f) * 0.8f * vector;
1502 Main.ParticleSystem_World_OverPlayers.
Add(fadingParticle);
1503 }
1504 num2 = 1f;
1505 num = Main.rand.NextFloat() * ((float)
Math.
PI * 2f);
1506 for (float num9 = 0f; num9 < 1f; num9 += 1f / num2)
1507 {
1508 float num10 = (float)
Math.
PI * 2f * num9 + num;
1509 float typeInfo = 30f;
1511 colorTint.A = 127;
1512 Vector2 vector6 = Main.rand.NextVector2Circular(4f, 4f) * vector;
1513 Vector2 vector7 = Main.rand.NextVector2Square(0.7f, 1.3f);
1517 fadingParticle2.ColorTint = colorTint;
1518 fadingParticle2.LocalPosition = settings.PositionInWorld + vector6;
1519 fadingParticle2.Rotation = num10 + (float)
Math.
PI / 2f;
1520 fadingParticle2.FadeInNormalizedTime = 0.1f;
1521 fadingParticle2.FadeOutNormalizedTime = 0.4f;
1522 fadingParticle2.Scale =
new Vector2(0.1f, 0.1f) * vector;
1523 fadingParticle2.ScaleVelocity = vector7 * 1f / 60f;
1524 fadingParticle2.ScaleAcceleration = vector7 * (-1f / 60f) / 60f;
1525 Main.ParticleSystem_World_OverPlayers.
Add(fadingParticle2);
1526 }
1527 }
static ParticlePool< PrettySparkleParticle > _poolPrettySparkle
static ParticlePool< FadingParticle > _poolFading
virtual void SetBasicInfo(Asset< Texture2D > textureAsset, Rectangle? frame, Vector2 initialVelocity, Vector2 initialLocalPosition)
void SetTypeInfo(float timeToLive)
static Color CornflowerBlue
static Color Lerp(Color value1, Color value2, float amount)
static Vector2 Add(Vector2 value1, Vector2 value2)