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UIParticle.lua
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--custom type for the 2d number sequences
export type NumberSequence2D = {
X: NumberSequence,
Y: NumberSequence
}
export type Particle = {
Element: GuiObject,
Speed: number,
Position: Vector2,
SpreadAngle: number,
RotSpeed: number,
Acceleration: Vector2,
Size: NumberSequence2D | Vector2,
Transparency: NumberSequence | number,
Color: ColorSequence | Color3,
Age: number,
Ticks: number,
maxAge: number,
isDead: boolean,
Canvas: CanvasGroup,
new: (Emitter: ParticleEmitter2D) -> (Particle),
Update: (self: Particle, delta: number) -> (),
Destroy: (self: Particle) -> ()
}
local ParticleClass: Particle = {}
ParticleClass.__index = ParticleClass
local function Rotate(v: Vector2, degrees: number)
local sin = math.sin(math.rad(degrees));
local cos = math.cos(math.rad(degrees));
local tx = v.x;
local ty = v.y;
return Vector2.new((cos * tx) - (sin * ty),(sin * tx) + (cos * ty))
end
local function Normalize(min, max, alpha)
return (alpha - min)/(max-min)
end
-- sequence evaluation functions taken from developer hub
function evalCS(cs, t)
if typeof(cs) ~= "ColorSequence" then return cs end
-- If we are at 0 or 1, return the first or last value respectively
if t == 0 then return cs.Keypoints[1].Value end
if t >= 1 then return cs.Keypoints[#cs.Keypoints].Value end
-- Step through each sequential pair of keypoints and see if alpha
-- lies between the points' time values.
for i = 1, #cs.Keypoints - 1 do
local this = cs.Keypoints[i]
local next = cs.Keypoints[i + 1]
if t >= this.Time and t < next.Time then
-- Calculate how far alpha lies between the points
local alpha = (t - this.Time) / (next.Time - this.Time)
-- Evaluate the real value between the points using alpha
return Color3.new(
(next.Value.R - this.Value.R) * alpha + this.Value.R,
(next.Value.G - this.Value.G) * alpha + this.Value.G,
(next.Value.B - this.Value.B) * alpha + this.Value.B
)
end
end
end
local function evalNS(ns, t)
if typeof(ns) ~= "NumberSequence" then return ns end
-- If we are at 0 or 1, return the first or last value respectively
if t == 0 then return ns.Keypoints[1].Value end
if t >= 1 then return ns.Keypoints[#ns.Keypoints].Value end
-- Step through each sequential pair of keypoints and see if alpha
-- lies between the points' time values.
for i = 1, #ns.Keypoints - 1 do
local this = ns.Keypoints[i]
local next = ns.Keypoints[i + 1]
if t >= this.Time and t < next.Time then
-- Calculate how far alpha lies between the points
local alpha = (t - this.Time) / (next.Time - this.Time)
-- Evaluate the real value between the points using alpha
return (next.Value - this.Value) * alpha + this.Value
end
end
end
function evalNR(range)
if typeof(range) ~= "NumberRange" then return range end
return math.random(range.Min, range.Max)
end
function ParticleClass.new(emitter)
local self = {}
self.Element = emitter.Element:Clone()
self.Color = emitter.Color
self.StartSize = self.Element.AbsoluteSize
self.Transparency = emitter.Transparency
self.Canvas = Instance.new("CanvasGroup")
self.Canvas.Parent = emitter.Hook:FindFirstAncestorWhichIsA("LayerCollector")
self.Canvas.Size = UDim2.fromOffset(self.Element.AbsoluteSize.X, self.Element.AbsoluteSize.Y)
self.Canvas.AnchorPoint = Vector2.new(0.5,0.5)
self.Canvas.BackgroundTransparency = 1
self.Canvas.ZIndex = emitter.Hook.ZIndex + emitter.ZOffset
self.Canvas.GroupColor3 = evalCS(self.Color, 0)
self.Canvas.GroupTransparency = evalNS(self.Transparency, 0)
self.Element.Size = UDim2.fromScale(1,1)
local spawnPosition
if emitter.EmitterMode == "Point" then
spawnPosition = emitter.Hook.AbsolutePosition
local size = emitter.Hook.AbsoluteSize
spawnPosition = Vector2.new(spawnPosition.X + size.X/2, spawnPosition.Y + size.Y/2)
else
spawnPosition = emitter.Hook.AbsolutePosition
local size = emitter.Hook.AbsoluteSize
spawnPosition = Vector2.new(spawnPosition.X + math.random(0, size.X), spawnPosition.Y + math.random(0, size.Y))
end
self.Position = spawnPosition
self.Canvas.Position = UDim2.new(
UDim.new(0, self.Position.X),
UDim.new(0, self.Position.Y)
)
self.Element.AnchorPoint = Vector2.new(0.5,0.5)
self.Element.Position = UDim2.fromScale(0.5,0.5)
self.Element.Parent = self.Canvas
self.Size = emitter.Size
emitter.preSpawn(self.Element)
self.Speed = Vector2.new(
evalNR(emitter.xSpeed),
evalNR(emitter.ySpeed)
)
self.SpreadAngle = evalNR(emitter.SpreadAngle)
self.RotSpeed = evalNR(emitter.RotSpeed)
--unrotate the acceleration since the speed will be rotated
self.Acceleration = Rotate(emitter.Acceleration, -self.SpreadAngle)
self.Transparency = emitter.Transparency
self.Age = 0
self.Ticks = 0
self.maxAge = evalNR(emitter.Lifetime)
self.isDead = false
return setmetatable(self, ParticleClass)
end
function ParticleClass:Update(delta)
if self.Age >= self.maxAge and self.maxAge > 0 then
self:Destroy()
return
end
self.Ticks = self.Ticks + 1
self.Age = self.Age + delta
local xSize, ySize = evalNS(self.Size.X, Normalize(0, self.maxAge, self.Age)), evalNS(self.Size.Y, Normalize(0, self.maxAge, self.Age))
if xSize and ySize then
self.Canvas.Size = UDim2.new(
UDim.new(0, self.StartSize.X * xSize),
UDim.new(0, self.StartSize.Y *ySize)
)
end
local nextColor = evalCS(self.Color, Normalize(0, self.maxAge, self.Age))
if nextColor and nextColor ~= self.Canvas.GroupColor3 then
self.Canvas.GroupColor3 = nextColor
end
self.Canvas.GroupTransparency = evalNS(self.Transparency, Normalize(0, self.maxAge, self.Age))
local dir = Rotate(self.Speed, self.SpreadAngle) * Vector2.new(1,-1)
self.Speed += (self.Acceleration * delta)
self.Position += (dir * delta)
self.Canvas.Position = UDim2.new(
UDim.new(0, self.Position.X),
UDim.new(0, self.Position.Y)
)
self.Canvas.Rotation += self.RotSpeed * delta
end
function ParticleClass:Destroy()
self.isDead = true
self.Canvas:Destroy()
end
export type ParticleEmitter2D = {
particles: {Particle},
Enabled: boolean,
Element: GuiObject,
Hook: GuiObject,
preSpawn: (Particle) -> (),
Rate: number,
Color: ColorSequence | Color3,
Size: NumberSequence2D | Vector2,
Transparency: NumberSequence | number,
ZOffset: number,
xSpeed: NumberRange | number,
ySpeed: NumberRange | number,
SpreadAngle: NumberRange | number,
RotSpeed: NumberRange | number,
Lifetime: NumberRange | number,
Acceleration: Vector2,
EmitterMode: ("Point") | ("Fill"),
__dead: boolean,
__elapsedTime: number,
__runServiceConnection: RBXScriptConnection,
new: (Hook: GuiObject, Element: GuiObject) -> (ParticleEmitter2D),
fromEmitter3D: (Hook: GuiObject, Emitter: ParticleEmitter, unitMultiplier: number?) -> (ParticleEmitter2D),
Emit: (self: ParticleEmitter2D, count: number) -> (),
Destroy: (self: ParticleEmitter2D) -> ()
}
local ParticleEmitterClass: ParticleEmitter2D = {}
ParticleEmitterClass.__index = ParticleEmitterClass
function ParticleEmitterClass.fromEmitter3D(hook: GuiObject, emitter: ParticleEmitter, unitMultiplier: number?)
local self = {}
unitMultiplier = unitMultiplier or 1
self.particles = {}
self.Enabled = false
self.Element = Instance.new("ImageLabel")
self.Element.Size = UDim2.new(0,unitMultiplier,0,unitMultiplier)
self.Element.Image = emitter.Texture
self.Element.BackgroundTransparency = 1
self.Element.Parent = game.ReplicatedStorage
self.Hook = hook
self.preSpawn = function(p) end
--properties
self.Rate = emitter.Rate
self.Color = emitter.Color
self.Size = {X = emitter.Size, Y = emitter.Size}
self.Transparency = emitter.Transparency
self.ZOffset = emitter.ZOffset
self.xSpeed = NumberRange.new(0,0)
self.ySpeed = NumberRange.new(emitter.Speed.Min * unitMultiplier, emitter.Speed.Max * unitMultiplier)
self.SpreadAngle = NumberRange.new(emitter.SpreadAngle.X, emitter.SpreadAngle.Y)
self.RotSpeed = emitter.RotSpeed
self.Lifetime = emitter.Lifetime
self.Acceleration = Vector2.new(emitter.Acceleration.X * unitMultiplier, emitter.Acceleration.Y * unitMultiplier)
self.EmitterMode = emitter.ShapeStyle == Enum.ParticleEmitterShapeStyle.Volume and "Fill" or "Point"
self.__dead = false
self.__elapsedTime = 0
self.__runServiceConnection = game:GetService("RunService").Heartbeat:Connect(function(delta)
self.__elapsedTime = self.__elapsedTime + delta
for index, particle in ipairs(self.particles) do
if particle.isDead then
table.remove(self.particles, index)
else
particle:Update(delta)
end
end
if self.Rate > 0 and (self.__dead == false) and self.Enabled then
while self.__elapsedTime >= (1/self.Rate) do
table.insert(self.particles, ParticleClass.new(self))
self.__elapsedTime = self.__elapsedTime - (1/self.Rate)
end
end
end)
return setmetatable(self, ParticleEmitterClass)
end
function ParticleEmitterClass.new(hook: GuiObject, particleElement: GuiObject)
local self = {}
self.particles = {}
self.Enabled = false
self.Element = particleElement
self.Hook = hook
self.preSpawn = function(p) end
--properties
self.Rate = 20
self.Color = ColorSequence.new(Color3.new(1,1,1))
self.Size = {X = NumberSequence.new(1), Y = NumberSequence.new(1)}
self.Transparency = NumberSequence.new(0)
self.ZOffset = 0
self.xSpeed = NumberRange.new(0,0)
self.ySpeed = NumberRange.new(150,500)
self.SpreadAngle = NumberRange.new(-15,15)
self.RotSpeed = NumberRange.new(0)
self.Lifetime = NumberRange.new(5,10)
self.Acceleration = Vector2.new(0,-500)
-- "Fill": spawn randomly within the hook
-- "Point": spawn at the center of the hook
self.EmitterMode = "Point"
self.__dead = false
self.__elapsedTime = 0
self.__runServiceConnection = game:GetService("RunService").Heartbeat:Connect(function(delta)
self.__elapsedTime = self.__elapsedTime + delta
for index, particle in ipairs(self.particles) do
if particle.isDead then
table.remove(self.particles, index)
else
particle:Update(delta)
end
end
if self.Rate > 0 and (self.__dead == false) and self.Enabled then
while self.__elapsedTime >= (1/self.Rate) do
table.insert(self.particles, ParticleClass.new(self))
self.__elapsedTime = self.__elapsedTime - (1/self.Rate)
end
end
end)
return setmetatable(self, {__index = ParticleEmitterClass})
end
function ParticleEmitterClass:Emit(count: number)
local counter = 0
while counter < count do
counter += 1
table.insert(self.particles, ParticleClass.new(self))
end
end
function ParticleEmitterClass:Destroy()
if self.__dead then
error('Cannot destroy dead particle emitter.')
return
end
self.__dead = true
for _,particle in ipairs(self.particles) do
if particle then
particle:Destroy()
end
end
if self.__runServiceConnection then
self.__runServiceConnection:Disconnect()
end
end
return ParticleEmitterClass