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--Particle System
ZO_ParticleSystem . particleClassToPool = { }
return obj
end
if not ZO_ParticleSystem . particleClassToPool [ particleClass ] then
end
end
ZO_ParticleSystem . particleClassToPool [ particleClass ] = pool
end
end
end
end
if particlesPerSecond > 0 then
else
end
end
end
end
end
end
--This is the sound that will play on start, or on each burst if it's a burst system
end
end
end
--This function takes N parameter names and one value generator. The result of the value generator will be applied to the
--named parameters when the particle is created. A simple example is, SetParticleParameter("alpha", ZO_UniformRangeGenerator:New(0, 1)).
--This would set the parameter "alpha" to a random value between 0 and 1 on creation. For a more complex example,
--SetParticleParameter("x", "y", "z", ZO_RandomSpherePoint:New(10)). This would generate a random point on a sphere of size 10 and then
--set each of "x", "y", and "z" on the particle. This allows for one generator to produce multiple linked values. You can also use a direct
--value instead of using a generator class if you just want to use the value always. For example, SetParticle("scale", 1.5).
if numArguments >= 2 then
--See if we already have a generator for these parameter names. We assume that they won't do something like setting generators for
--both "x" and "x" , "y".
local existingKey
for i = 1 , numArguments - 1 do
break
end
end
existingKey = parameterNames
break
end
end
local parameterNames
if existingKey then
parameterNames = existingKey
else
parameterNames = { }
for i = 1 , numArguments - 1 do
end
end
end
end
-- With priming, we pretend like the system had started some time ago and let the system play catch up
-- This allows for situations like an emitter seeming like it had already been emitting before we ever showed the scene,
-- so that the player doesn't see it filling out in the beginning
end
else
end
end
if numParticlesToSpawn == 0 then
return
end
local MAX_PARTICLES_TO_SPAWN_PER_FRAME = 300
if not intervalS then
intervalS = ( endTimeS - startTimeS ) / numParticlesToSpawn
end
local particleSpawnTimeS = startTimeS + intervalS
for particleSpawnIndex = 1 , numParticlesToSpawn do
local isParticleAlreadyDead = false
-- This is the prime for the individual particle, not for the system
local spawnTimePrimeS = 0
if valueGeneratorIsObject then
end
if parameterName == "DurationS" then
if particleSpawnTimeS + durationS < nowS then
-- Don't bother starting up a particle that's effectively already dead
isParticleAlreadyDead = true
break
end
elseif parameterName == "PrimeS" then
end
if valueGeneratorIsObject then
else
end
end
end
if isParticleAlreadyDead then
else
end
particleSpawnTimeS = particleSpawnTimeS + intervalS
end
end
end
end
end
end
do
local g_removeParticles = { }
if durationS then
end
end
end
else
--Spawn New Particles
if elapsedTimeS > 0 then
-- How far into the current cycle are we?
-- When did the current cycle begin?
local timeCycleStartedS = timeS - timeInCycleS
-- New burst
end
--We're after when we would have started emitting, and we haven't emitted enough particles
local progress = 1
end
end
--Play the sound the first time particles start bursting
end
end
end
--Any "partial" particles that are left over we store off as unused delta time and then add that into the next update.
self : SpawnParticles ( numParticlesToSpawn , timeS - secondsSinceLastParticle , timeS , self . secondsBetweenParticles )
end
end
--Update Particles
else
end
end
--Remove Dead Particles
if # g_removeParticles then
end
end
end
end
--Stop and kill all particles
end
end
--Stop making new particles but let existing particles finish
end
end
--Scene Graph Particle System
end
end
end
--Control Particle System
ZO_ControlParticleSystem = ZO_ParticleSystem
--Particle System Manager
return obj
end
EVENT_MANAGER : RegisterForUpdate ( "ZO_ParticleSystemManager" , 0 , function ( timeMS ) self : OnUpdate ( timeMS / 1000 ) end )
end
end
end
end
if searchParticleSystem == particleSystem then
break
end
end
end
textureControl . key = key
return textureControl
end
end
function ZO_ParticleSystemManager : GetAnimation ( control , playbackInfo , animationType , easingFunction , durationS , offsetS )
--Collect all of the timelines until FinishBuildingAnimationTimelines is called
end
local playbackType = ANIMATION_PLAYBACK_ONE_SHOT
local loopCount = 1
if playbackInfo then
playbackType = playbackInfo . playbackType or ANIMATION_PLAYBACK_ONE_SHOT
loopCount = playbackInfo . loopCount or 1
end
offsetS = offsetS or 0
local timeline
--One shot animations all belong to the same timeline. LOOP and PING_PONG animations use separate timelines so they can LOOP and PING_PONG at their own durations.
if playbackType == ANIMATION_PLAYBACK_ONE_SHOT then
if self . buildingAnimationTimelinePlaybackTypes [ i ] == playbackType and self . buildingAnimationTimelineLoopCounts [ i ] == loopCount then
break
end
end
end
if not timeline then
local key
timeline . key = key
end
if not animation then
else
end
return animation
end
return timelines
else
return nil
end
end
end
end
end
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