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function Node_Particle(_x, _y, _group = noone) : Node_VFX_Spawner_Base(_x, _y, _group) constructor {
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name = "Particle";
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use_cache = CACHE_USE.auto;
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onSurfaceSize = function() { return getInputData(input_len, DEF_SURF); };
inputs[| 3].setDisplay(VALUE_DISPLAY.area, { onSurfaceSize });
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inputs[| input_len + 0] = nodeValue("Output dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF)
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| input_len + 1] = nodeValue("Round position", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true, "Round position to the closest integer value to avoid jittering.")
.rejectArray();
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inputs[| input_len + 2] = nodeValue("Blend mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 )
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.rejectArray()
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Normal", "Alpha", "Additive" ]);
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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attribute_interpolation();
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array_insert(input_display_list, 0, ["Output", true], input_len + 0);
array_push(input_display_list, input_len + 1, input_len + 2);
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def_surface = -1;
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insp2UpdateTooltip = "Clear cache";
insp2UpdateIcon = [ THEME.cache, 0, COLORS._main_icon ];
static onInspector2Update = function() { clearCache(); }
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static onValueUpdate = function(index = 0) { #region
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if(index == input_len + 0) {
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var _dim = getInputData(input_len + 0);
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var _outSurf = outputs[| 0].getValue();
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_outSurf = surface_verify(_outSurf, array_safe_get(_dim, 0, 1), array_safe_get(_dim, 1, 1), attrDepth());
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outputs[| 0].setValue(_outSurf);
}
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if(PROJECT.animator.is_playing)
PROJECT.animator.setFrame(-1);
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} #endregion
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static reLoop = function() { #region
var _loop = getInputData(21);
if(!_loop) return;
for(var i = 0; i < TOTAL_FRAMES; i++) {
runVFX(i, false);
updateParticleForward();
}
seed = getInputData(32);
} #endregion
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static onStep = function() { #region
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var _dim = getInputData(input_len + 0);
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var _outSurf = outputs[| 0].getValue();
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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outputs[| 0].setValue(_outSurf);
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} #endregion
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static onUpdate = function(frame = CURRENT_FRAME) { #region
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var _dim = getInputData(input_len + 0);
var _outSurf = outputs[| 0].getValue();
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
outputs[| 0].setValue(_outSurf);
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if(CURRENT_FRAME == 0) {
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reset();
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reLoop();
}
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if(IS_PLAYING) runVFX(frame);
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} #endregion
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function render(_time = CURRENT_FRAME) { #region
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var _dim = inputs[| input_len + 0].getValue(_time);
var _exact = inputs[| input_len + 1].getValue(_time);
var _blend = inputs[| input_len + 2].getValue(_time);
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var _outSurf = outputs[| 0].getValue();
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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outputs[| 0].setValue(_outSurf);
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surface_set_shader(_outSurf);
shader_set_interpolation(_outSurf);
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if(_blend == PARTICLE_BLEND_MODE.normal)
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BLEND_NORMAL;
else if(_blend == PARTICLE_BLEND_MODE.alpha)
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BLEND_ALPHA;
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else if(_blend == PARTICLE_BLEND_MODE.additive)
BLEND_ADD;
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var surf_w = surface_get_width_safe(_outSurf);
var surf_h = surface_get_height_safe(_outSurf);
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//print($"===== Drawing frame {_time} =====");
for(var i = 0; i < attributes.part_amount; i++) {
if(!parts[i].active) continue;
//print($" > Draw part {i} = ({parts[i].x}, {parts[i].y})");
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parts[i].draw(_exact, surf_w, surf_h);
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}
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BLEND_NORMAL;
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surface_reset_shader();
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if(PROJECT.animator.is_playing) {
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//print($"Cache frame {CURRENT_FRAME}");
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cacheCurrentFrame(_outSurf);
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}
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} #endregion
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}