function Node_VFX_Attract(_x, _y, _group = noone) : Node_VFX_effector(_x, _y, _group) constructor { name = "Attract"; node_draw_icon = s_node_vfx_attract; inputs[| 4].setVisible(false, false); inputs[| effector_input_length + 0] = nodeValue_Bool("Destroy when reach middle", self, false ); array_push(input_display_list, effector_input_length + 0); function onAffect(part, str) { var _area = getInputData(1); var _area_x = _area[0]; var _area_y = _area[1]; var _sten = getInputData(5); var _rot_range = getInputData(6); var _sca_range = getInputData(7); var _rot = random_range(_rot_range[0], _rot_range[1]); var _sca = [ random_range(_sca_range[0], _sca_range[1]), random_range(_sca_range[2], _sca_range[3]) ]; var _dest = getInputData(effector_input_length + 2); var pv = part.getPivot(); var dirr = point_direction(pv[0], pv[1], _area_x, _area_y); part.x = part.x + lengthdir_x(_sten * str, dirr); part.y = part.y + lengthdir_y(_sten * str, dirr); part.rot += _rot * str; var scx_s = _sca[0] * str; var scy_s = _sca[1] * str; if(scx_s < 0) part.sc_sx = lerp_linear(part.sc_sx, 0, abs(scx_s)); else part.sc_sx += sign(part.sc_sx) * scx_s; if(scy_s < 0) part.sc_sy = lerp_linear(part.sc_sy, 0, abs(scy_s)); else part.sc_sy += sign(part.sc_sy) * scy_s; if(_dest && point_distance(part.x, part.y, _area_x, _area_y) <= _sten) part.kill(); } }