1package com.fs.starfarer.api.impl.combat.threat;
5import org.lwjgl.util.vector.Vector2f;
7import com.fs.starfarer.api.Global;
8import com.fs.starfarer.api.combat.CombatEngineAPI;
9import com.fs.starfarer.api.combat.CombatEntityAPI;
10import com.fs.starfarer.api.combat.DamageType;
11import com.fs.starfarer.api.combat.MissileAPI;
12import com.fs.starfarer.api.impl.combat.threat.RoilingSwarmEffect.RoilingSwarmParams;
13import com.fs.starfarer.api.impl.combat.threat.RoilingSwarmEffect.SwarmMember;
18 public static Color
CORE_COLOR =
new Color(225,255,205,200);
28 params.maxOffset = 40f;
31 params.outspeedAttachedEntityBy = 0f;
37 params.flashCoreRadiusMult = 0f;
39 params.flashRadius = 30f;
40 params.autoscale =
true;
49 for (SwarmMember p : missileSwarm.
members) {
84 return FragmentBehaviorOnImpact.STOP_AND_FADE;
96 if (mult > 0.8f) mult = 1f;
static CombatEngineAPI getCombatEngine()
RoilingSwarmEffect sourceSwarm
void configureMissileSwarmParams(RoilingSwarmParams params)
static Color FRINGE_COLOR
FragmentBehaviorOnImpact getOtherFragmentBehaviorOnImpact()
void reportFragmentHit(MissileAPI missile, SwarmMember p, RoilingSwarmEffect swarm, CombatEntityAPI target)
boolean explodeOnFizzling()
void swarmCreated(MissileAPI missile, RoilingSwarmEffect missileSwarm, RoilingSwarmEffect sourceSwarm)
int getNumOtherMembersToTransfer()
static float OTHER_FRAGMENT_DAMAGE
boolean shouldMakeMissileFaceTargetOnSpawnIfAny()
List< SwarmMember > members
void setBounceDown(boolean bounceDown)
void setBrightness(float brightness)
void addHitParticle(Vector2f loc, Vector2f vel, float size, float brightness, float duration, Color color)
void applyDamage(CombatEntityAPI entity, Vector2f point, float damageAmount, DamageType damageType, float empAmount, boolean bypassShields, boolean dealsSoftFlux, Object source, boolean playSound)