function Node_VFX_Override(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { name = "VFX Override"; color = COLORS.node_blend_vfx; icon = THEME.vfx; node_draw_icon = s_node_vfx_override; manual_ungroupable = false; setDimension(96, 48); inputs[| 0] = nodeValue("Particles", self, JUNCTION_CONNECT.input, VALUE_TYPE.particle, -1 ) .setVisible(true, true); inputs[| 1] = nodeValue("Positions", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, noone ); inputs[| 2] = nodeValue("Rotations", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, noone ); inputs[| 3] = nodeValue("Scales", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, noone ); inputs[| 4] = nodeValue("Blend", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, noone ); inputs[| 5] = nodeValue("Alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, noone ); inputs[| 6] = nodeValue_Surface("Surface", self) .setVisible(true, false); outputs[| 0] = nodeValue("Particles", self, JUNCTION_CONNECT.output, VALUE_TYPE.particle, -1 ); static update = function(frame = CURRENT_FRAME) { var parts = getInputData(0); if(!is_array(parts)) return; var _pos = getInputData(1); var _sca = getInputData(2); var _rot = getInputData(3); var _col = getInputData(4); var _alp = getInputData(5); var _srf = getInputData(6); var nParts = array_create(array_length(parts)); var _a_pos = inputs[| 1].value_from != noone; var _a_rot = inputs[| 2].value_from != noone; var _a_sca = inputs[| 3].value_from != noone; var _a_col = inputs[| 4].value_from != noone; var _a_alp = inputs[| 5].value_from != noone; var _a_srf = inputs[| 6].value_from != noone; if(array_get_depth(_pos) < 2) _pos = [ _pos ]; if(array_get_depth(_sca) < 2) _sca = [ _sca ]; if(!is_array(_rot)) _rot = [ _rot ]; if(!is_array(_col)) _col = [ _col ]; if(!is_array(_alp)) _alp = [ _alp ]; if(!is_array(_srf)) _srf = [ _srf ]; var _l_pos = array_length(_pos); var _l_sca = array_length(_sca); var _l_rot = array_length(_rot); var _l_col = array_length(_col); var _l_alp = array_length(_alp); var _l_srf = array_length(_srf); for( var i = 0, n = array_length(parts); i < n; i++ ) { var nPart = parts[i].clone(); if(_a_pos) { nPart.x = _pos[i % _l_pos][0]; nPart.y = _pos[i % _l_pos][1]; } if(_a_sca) { nPart.scx = _sca[i % _l_sca][0]; nPart.scy = _sca[i % _l_sca][1]; } if(_a_rot) nPart.rot = array_safe_get_fast(_rot, i % _l_rot); if(_a_col) nPart.blend = array_safe_get_fast(_col, i % _l_col); if(_a_alp) nPart.alp = array_safe_get_fast(_alp, i % _l_alp); if(_a_srf) nPart.surf = array_safe_get_fast(_srf, i % _l_srf); nParts[i] = nPart; } outputs[| 0].setValue(nParts); } static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) { var bbox = drawGetBbox(xx, yy, _s); draw_sprite_fit(node_draw_icon, 0, bbox.xc, bbox.yc, bbox.w, bbox.h); } getPreviewingNode = VFX_PREVIEW_NODE; }