1059 lines
37 KiB
Lua
1059 lines
37 KiB
Lua
-- I DEFINATITELY DIDNT STAEL THIS I SWARE
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--[[
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Rain module v1.0 by buildthomas (July 2018)
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This module is licensed under the APLv2:
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http://www.apache.org/licenses/LICENSE-2.0
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In short, you may use this code only if you agree to the following:
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* This notice must always be present and may not be modified or removed in any copy of this code or derived code.
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* You may use this in commercial, closed source projects, and you may modify the source code itself.
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Refer to the license for a full description.
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For questions please reach out on the Developer Forum (@buildthomas)
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or via Twitter (https://www.twitter.com/buildthomasRBX)
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------
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Rain:Enable(<TweenInfo> tweenInfo)
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Enable the rain effects instantly, or over a given easing function if tweenInfo is given.
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Rain:Disable(<TweenInfo> tweenInfo)
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Disable the rain effects instantly, or over a given easing function if tweenInfo is given.
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Rain:SetColor(<Color3> color, <TweenInfo> tweenInfo)
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Set the global color of all rain particles to a given Color3 value.
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Sets the color instantly, or over a given easing function if tweenInfo is given.
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Color sequences are not supported because this would lead to a messy effect.
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The starting value is RAIN_DEFAULT_COLOR.
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Rain:SetTransparency(<number> transparency, <TweenInfo> tweenInfo)
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Set the global transparency of all rain effects. 0 = regular visibility, 1 = fully invisible.
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Sets the transparency instantly, or over a given easing function if tweenInfo is given.
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Clamped between 0 and 1, the starting value is RAIN_DEFAULT_TRANSPARENCY.
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Rain:SetSpeedRatio(<number> ratio, <TweenInfo> tweenInfo)
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Set the vertical falling speed of the rain particles. 0 = still, 1 = max falling speed.
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Sets the speed instantly, or over a given easing function if tweenInfo is given.
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Clamped between 0 and 1, the starting value is RAIN_DEFAULT_SPEEDRATIO.
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Rain:SetIntensityRatio(<number> ratio, <TweenInfo> tweenInfo)
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Set the intensity of the rain. 0 = no effects, 1 = full effects.
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Sets the intensity instantly, or over a given easing function if tweenInfo is given.
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Clamped between 0 and 1, the starting value is RAIN_DEFAULT_INTENSITYRATIO.
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Rain:SetLightEmission(<number> ratio, <TweenInfo> tweenInfo)
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Set the global light emission of all rain effects.
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Sets the light emission instantly, or over a given easing function if tweenInfo is given.
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Clamped between 0 and 1, the starting value is RAIN_DEFAULT_LIGHTEMISSION.
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Rain:SetLightInfluence(<number> transparency, <TweenInfo> tweenInfo)
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Set the global light influence of all rain effects.
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Sets the light influence instantly, or over a given easing function if tweenInfo is given.
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Clamped between 0 and 1, the starting value is RAIN_DEFAULT_LIGHTINFLUENCE.
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Rain:SetVolume(<number> volume, <TweenInfo> tweenInfo)
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Set the global max volume of rain instantly, or over a given easing function if tweenInfo is given.
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The initial volume of the rain's soundgroup is RAIN_SOUND_BASEVOLUME.
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Rain:SetCeiling(<Variant<number, nil>> ceiling)
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Set a Y coordinate that marks the ceiling of the world. Above this spot, rain will act as if it's indoors.
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Feed nil to remove any previously set ceiling.
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Rain:SetDirection(<Vector3> direction, <TweenInfo> tweenInfo)
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Set the direction that rain falls from. The direction parameter should be a unit direction.
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Sets the rain direction instantly, or over a given easing function if tweenInfo is given.
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Rain:SetStraightTexture(<string> asset)
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Rain:SetTopDownTexture(<string> asset)
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Rain:SetSplashTexture(<string> asset)
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Adjust textures of the rain effect.
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Rain:SetSoundId(<string> asset)
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Adjust sound effect of the rain effect.
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Rain:SetCollisionMode(<Rain.CollisionMode> mode, ...)
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Sets the current way collisions are determined for the rain.
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Rain.CollisionMode
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A table that should be seen as an enumerator for the collision mode.
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The following values are available:
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* Rain.CollisionMode.None - All parts in the default collision group will block the rain.
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* Rain.CollisionMode.Whitelist - Use the whitelist provided by Rain::SetCollisionWhitelist.
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* Rain.CollisionMode.Blacklist - Use the blacklist provided by Rain::SetCollisionBlacklist.
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* Rain.CollisionMode.Function - Use the test function provided by Rain::SetCollisionFunction and do deep-casts.
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Rain:SetCollisionMode(Rain.CollisionMode.None)
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No parameters.
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Rain:SetCollisionMode(Rain.CollisionMode.Whitelist, <Variant<Instance, table>> whitelist)
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The provided value can either be a hierarchy of objects or a table of objects to filter with.
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Rain:SetCollisionMode(Rain.CollisionMode.Blacklist, <Variant<Instance, table>> blacklist)
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The provided value can either be a hierarchy of objects or a table of objects to filter out.
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Rain:SetCollisionMode(Rain.CollisionMode.Function, <function<BasePart -> boolean>> f)
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If f(part) returns a value that lua evaluates to a true condition, that part can be hit by rain.
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If f(part) returns any other value, that part cannot be hit by the rain.
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--]]
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-- Options:
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local MIN_SIZE = Vector3.new(0.05,0.05,0.05) -- Size of main emitter part when rain inactive
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local RAIN_DEFAULT_COLOR = Color3.new(1,1,1) -- Default color3 of all rain elements
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local RAIN_DEFAULT_TRANSPARENCY = 0 -- Default transparency scale ratio of all rain elements
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local RAIN_DEFAULT_SPEEDRATIO = 1 -- Default speed scale ratio of falling rain effects
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local RAIN_DEFAULT_INTENSITYRATIO = 1 -- Default intensity ratio of all rain elements
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local RAIN_DEFAULT_LIGHTEMISSION = 0.05 -- Default LightEmission of all rain elements
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local RAIN_DEFAULT_LIGHTINFLUENCE = 0.9 -- Default LightInfluence of all rain elements
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local RAIN_DEFAULT_DIRECTION = Vector3.new(0,-1,0) -- Default direction for rain to fall into
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local RAIN_TRANSPARENCY_T1 = .25 -- Define the shape (time-wise) of the transparency curves for emitters
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local RAIN_TRANSPARENCY_T2 = .75
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local RAIN_SCANHEIGHT = 1000 -- How many studs to scan up from camera position to determine whether occluded
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local RAIN_EMITTER_DIM_DEFAULT = 40 -- Size of emitter block to the side/up
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local RAIN_EMITTER_DIM_MAXFORWARD = 100 -- Size of emitter block forwards when looking at the horizon
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local RAIN_EMITTER_UP_MODIFIER = 20 -- Maximum vertical displacement of emitter (when looking fully up/down)
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local RAIN_SOUND_ASSET = "rbxassetid://1516791621"
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local RAIN_SOUND_BASEVOLUME = 0.2 -- Starting volume of rain sound effect when not occluded
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local RAIN_SOUND_FADEIN_TIME = 1 -- Tween in/out times for sound volume
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local RAIN_SOUND_FADEOUT_TIME = 1
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local RAIN_STRAIGHT_ASSET = "rbxassetid://1822883048" -- Some properties of the straight rain particle effect
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local RAIN_STRAIGHT_ALPHA_LOW = 0.7 -- Minimum particle transparency for the straight rain emitter
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local RAIN_STRAIGHT_SIZE = NumberSequence.new(10)
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local RAIN_STRAIGHT_LIFETIME = NumberRange.new(0.8)
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local RAIN_STRAIGHT_MAX_RATE = 600 -- Maximum rate for the straight rain emitter
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local RAIN_STRAIGHT_MAX_SPEED = 60 -- Maximum speed for the straight rain emitter
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local RAIN_TOPDOWN_ASSET = "rbxassetid://1822856633" -- Some properties of the top-down rain particle effect
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local RAIN_TOPDOWN_ALPHA_LOW = 0.85 -- Minimum particle transparency for the top-down rain emitter
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local RAIN_TOPDOWN_SIZE = NumberSequence.new {
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NumberSequenceKeypoint.new(0, 5.33, 2.75);
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NumberSequenceKeypoint.new(1, 5.33, 2.75);
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}
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local RAIN_TOPDOWN_LIFETIME = NumberRange.new(0.8)
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local RAIN_TOPDOWN_ROTATION = NumberRange.new(0,360)
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local RAIN_TOPDOWN_MAX_RATE = 600 -- Maximum rate for the top-down rain emitter
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local RAIN_TOPDOWN_MAX_SPEED = 60 -- Maximum speed for the top-down rain emitter
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local RAIN_SPLASH_ASSET = "rbxassetid://1822856633" -- Some properties of the splash particle effect
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local RAIN_SPLASH_ALPHA_LOW = 0.6 -- Minimum particle transparency for the splash emitters
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local RAIN_SPLASH_SIZE = NumberSequence.new {
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NumberSequenceKeypoint.new(0, 0);
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NumberSequenceKeypoint.new(.4, 3);
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NumberSequenceKeypoint.new(1, 0);
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}
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local RAIN_SPLASH_LIFETIME = NumberRange.new(0.1, 0.15)
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local RAIN_SPLASH_ROTATION = NumberRange.new(0,360)
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local RAIN_SPLASH_NUM = 20 -- Amount of splashes per frame
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local RAIN_SPLASH_CORRECTION_Y = .5 -- Offset from impact position for visual reasons
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local RAIN_SPLASH_STRAIGHT_OFFSET_Y = 50 -- Offset against rain direction for straight rain particles from splash position
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local RAIN_NOSPLASH_STRAIGHT_OFFSET_Y_MIN = 20 -- Min/max vertical offset from camera height for straight rain particles
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local RAIN_NOSPLASH_STRAIGHT_OFFSET_Y_MAX = 100 -- when no splash position could be found (i.e. no floor at that XZ-column)
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local RAIN_OCCLUDED_MINSPEED = 70 -- Minimum speed for the occluded straight rain emitters
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local RAIN_OCCLUDED_MAXSPEED = 100 -- Maximum speed for the occluded straight rain emitters
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local RAIN_OCCLUDED_SPREAD = Vector2.new(10,10) -- Spread angle for the occluded straight rain emitters
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local RAIN_OCCLUDED_MAXINTENSITY = 2 -- How many occluded straight rain particles are emitted for every splash for max intensity
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local RAIN_OCCLUDECHECK_OFFSET_Y = 500 -- Vertical offset from camera height to start scanning downward from for splashes
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local RAIN_OCCLUDECHECK_OFFSET_XZ_MIN = -100 -- Range of possible XZ offset values from camera XZ position for the splashes
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local RAIN_OCCLUDECHECK_OFFSET_XZ_MAX = 100
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local RAIN_OCCLUDECHECK_SCAN_Y = 550 -- Scan magnitude along rain path
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local RAIN_UPDATE_PERIOD = 6 -- Update the transparency of the main emitters + volume of rain inside every X frames
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local RAIN_VOLUME_SCAN_RADIUS = 35 -- Defining grid for checking how far the camera is away from a spot exposed to rain
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local RAIN_VOLUME_SCAN_GRID = { -- Unit range grid for scanning how far away user is from rain space
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-- range 0.2, 4 pts
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Vector3.new(0.141421363, 0, 0.141421363);
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Vector3.new(-0.141421363, 0, 0.141421363);
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Vector3.new(-0.141421363, 0, -0.141421363);
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Vector3.new(0.141421363, 0, -0.141421363);
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-- range 0.4, 8 pts
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Vector3.new(0.400000006, 0, 0);
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Vector3.new(0.282842726, 0, 0.282842726);
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Vector3.new(2.44929371e-17, 0, 0.400000006);
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Vector3.new(-0.282842726, 0, 0.282842726);
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Vector3.new(-0.400000006, 0, 4.89858741e-17);
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Vector3.new(-0.282842726, 0, -0.282842726);
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Vector3.new(-7.34788045e-17, 0, -0.400000006);
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Vector3.new(0.282842726, 0, -0.282842726);
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-- range 0.6, 10 pts
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Vector3.new(0.600000024, 0, 0);
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Vector3.new(0.485410213, 0, 0.352671146);
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Vector3.new(0.185410202, 0, 0.570633948);
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Vector3.new(-0.185410202, 0, 0.570633948);
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Vector3.new(-0.485410213, 0, 0.352671146);
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Vector3.new(-0.600000024, 0, 7.34788112e-17);
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Vector3.new(-0.485410213, 0, -0.352671146);
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Vector3.new(-0.185410202, 0, -0.570633948);
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Vector3.new(0.185410202, 0, -0.570633948);
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Vector3.new(0.485410213, 0, -0.352671146);
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-- range 0.8, 12 pts
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Vector3.new(0.772740662, 0, 0.207055241);
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Vector3.new(0.565685451, 0, 0.565685451);
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Vector3.new(0.207055241, 0, 0.772740662);
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Vector3.new(-0.207055241, 0, 0.772740662);
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Vector3.new(-0.565685451, 0, 0.565685451);
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Vector3.new(-0.772740662, 0, 0.207055241);
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Vector3.new(-0.772740662, 0, -0.207055241);
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Vector3.new(-0.565685451, 0, -0.565685451);
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Vector3.new(-0.207055241, 0, -0.772740662);
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Vector3.new(0.207055241, 0, -0.772740662);
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Vector3.new(0.565685451, 0, -0.565685451);
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Vector3.new(0.772740662, 0, -0.207055241);
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}
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-- Enumerators:
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local CollisionMode = {
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None = 0;
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Whitelist = 1;
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Blacklist = 2;
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Function = 3;
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}
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-- Variables & setup:
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-- services
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local Players = game:GetService("Players")
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local TweenService = _G.Tween
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local RunService = game:GetService("RunService")
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local GlobalModifier = Instance.new("NumberValue") -- modifier for rain visibility for disabling/enabling over time span
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GlobalModifier.Value = 1 -- 0 = fully visible, 1 = invisible
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local connections = {} -- Stores connections to RunService signals when enabled
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local disabled = true -- Value to figure out whether we are moving towards a disabled state (useful during tweens)
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local rainDirection = RAIN_DEFAULT_DIRECTION -- Direction that rain falls into
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local currentCeiling = nil -- Y coordinate of ceiling (if present)
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local collisionMode = CollisionMode.None -- Collision mode (from Rain.CollisionMode) for raycasting
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local collisionList = nil -- Blacklist/whitelist for raycasting
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local collisionFunc = nil -- Raycasting test function for when collisionMode == Rain.CollisionMode.Function
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local straightLowAlpha = 1 -- Current transparency for straight rain particles
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local topdownLowAlpha = 1 -- Current transparency for top-down rain particles
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local intensityOccludedRain = 0 -- Current intensity of occluded rain particles
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local numSplashes = 0 -- Current number of generated splashes per frame
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local volumeTarget = 0 -- Current (target of tween for) sound volume
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-- shorthands
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local v3 = Vector3.new
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local NSK010 = NumberSequenceKeypoint.new(0, 1, 0)
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local NSK110 = NumberSequenceKeypoint.new(1, 1, 0)
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local volumeScanGrid = {} -- Pre-generate grid used for raining area distance scanning
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for _,v in pairs(RAIN_VOLUME_SCAN_GRID) do
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table.insert(volumeScanGrid, v * RAIN_VOLUME_SCAN_RADIUS)
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end
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table.sort(volumeScanGrid, function(a,b) -- Optimization: sort from close to far away for fast evaluation if closeby
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return a.magnitude < b.magnitude
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end)
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-- sound group for easy main volume tweaking
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local SoundGroup = Instance.new("SoundGroup")
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SoundGroup.Name = "__RainSoundGroup"
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SoundGroup.Volume = RAIN_SOUND_BASEVOLUME
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SoundGroup.Archivable = false
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local Sound = Instance.new("Sound")
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Sound.Name = "RainSound"
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Sound.Volume = volumeTarget
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Sound.SoundId = RAIN_SOUND_ASSET
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Sound.Looped = true
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Sound.SoundGroup = SoundGroup
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Sound.Parent = SoundGroup
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Sound.Archivable = false
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-- emitter block around camera used when outside
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local Emitter do
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Emitter = Instance.new("Part")
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Emitter.Transparency = 1
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Emitter.Anchored = true
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Emitter.CanCollide = false
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Emitter.Locked = false
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Emitter.Archivable = false
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Emitter.TopSurface = Enum.SurfaceType.Smooth
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Emitter.BottomSurface = Enum.SurfaceType.Smooth
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Emitter.Name = "__RainEmitter"
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Emitter.Size = MIN_SIZE
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Emitter.Archivable = false
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local straight = Instance.new("ParticleEmitter")
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straight.Name = "RainStraight"
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straight.LightEmission = RAIN_DEFAULT_LIGHTEMISSION
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straight.LightInfluence = RAIN_DEFAULT_LIGHTINFLUENCE
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straight.Size = RAIN_STRAIGHT_SIZE
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straight.Texture = RAIN_STRAIGHT_ASSET
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straight.LockedToPart = true
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straight.Enabled = false
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straight.Lifetime = RAIN_STRAIGHT_LIFETIME
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straight.Rate = RAIN_STRAIGHT_MAX_RATE
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straight.Speed = NumberRange.new(RAIN_STRAIGHT_MAX_SPEED)
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straight.EmissionDirection = Enum.NormalId.Bottom
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straight.Parent = Emitter
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straight.Orientation = Enum.ParticleOrientation.FacingCameraWorldUp
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local topdown = Instance.new("ParticleEmitter")
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topdown.Name = "RainTopDown"
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topdown.LightEmission = RAIN_DEFAULT_LIGHTEMISSION
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topdown.LightInfluence = RAIN_DEFAULT_LIGHTINFLUENCE
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topdown.Size = RAIN_TOPDOWN_SIZE
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topdown.Texture = RAIN_TOPDOWN_ASSET
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topdown.LockedToPart = true
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topdown.Enabled = false
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topdown.Rotation = RAIN_TOPDOWN_ROTATION
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topdown.Lifetime = RAIN_TOPDOWN_LIFETIME
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topdown.Rate = RAIN_TOPDOWN_MAX_RATE
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topdown.Speed = NumberRange.new(RAIN_TOPDOWN_MAX_SPEED)
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topdown.EmissionDirection = Enum.NormalId.Bottom
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topdown.Parent = Emitter
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end
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local splashAttachments, rainAttachments do
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splashAttachments = {}
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rainAttachments = {}
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for i = 1, RAIN_SPLASH_NUM do
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-- splashes on ground
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local splashAttachment = Instance.new("Attachment")
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splashAttachment.Name = "__RainSplashAttachment"
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local splash = Instance.new("ParticleEmitter")
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splash.LightEmission = RAIN_DEFAULT_LIGHTEMISSION
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splash.LightInfluence = RAIN_DEFAULT_LIGHTINFLUENCE
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splash.Size = RAIN_SPLASH_SIZE
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splash.Texture = RAIN_SPLASH_ASSET
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splash.Rotation = RAIN_SPLASH_ROTATION
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splash.Lifetime = RAIN_SPLASH_LIFETIME
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splash.Transparency = NumberSequence.new {
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NSK010;
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NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T1, RAIN_SPLASH_ALPHA_LOW, 0);
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NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T2, RAIN_SPLASH_ALPHA_LOW, 0);
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NSK110;
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}
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splash.Enabled = false
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splash.Rate = 0
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splash.Speed = NumberRange.new(0)
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splash.Name = "RainSplash"
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splash.Parent = splashAttachment
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splashAttachment.Archivable = false
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table.insert(splashAttachments, splashAttachment)
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-- occluded rain particle generation
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local rainAttachment = Instance.new("Attachment")
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rainAttachment.Name = "__RainOccludedAttachment"
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local straightOccluded = Emitter.RainStraight:Clone()
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straightOccluded.Speed = NumberRange.new(RAIN_OCCLUDED_MINSPEED, RAIN_OCCLUDED_MAXSPEED)
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straightOccluded.SpreadAngle = RAIN_OCCLUDED_SPREAD
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straightOccluded.LockedToPart = false
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straightOccluded.Enabled = false
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straightOccluded.Parent = rainAttachment
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local topdownOccluded = Emitter.RainTopDown:Clone()
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topdownOccluded.Speed = NumberRange.new(RAIN_OCCLUDED_MINSPEED, RAIN_OCCLUDED_MAXSPEED)
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topdownOccluded.SpreadAngle = RAIN_OCCLUDED_SPREAD
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topdownOccluded.LockedToPart = false
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topdownOccluded.Enabled = false
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topdownOccluded.Parent = rainAttachment
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rainAttachment.Archivable = false
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table.insert(rainAttachments, rainAttachment)
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end
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end
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-- Helper methods:
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local ignoreEmitterList = { Emitter }
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local raycastFunctions = {
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[CollisionMode.None] = function(ray, ignoreCharacter)
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return workspace:FindPartOnRayWithIgnoreList(ray, ignoreCharacter and {Emitter, Players.LocalPlayer and Players.LocalPlayer.Character} or ignoreEmitterList)
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end;
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[CollisionMode.Blacklist] = function(ray)
|
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return workspace:FindPartOnRayWithIgnoreList(ray, collisionList)
|
|
end;
|
|
[CollisionMode.Whitelist] = function(ray)
|
|
return workspace:FindPartOnRayWithWhitelist(ray, collisionList)
|
|
end;
|
|
[CollisionMode.Function] = function(ray)
|
|
local destination = ray.Origin + ray.Direction
|
|
-- draw multiple raycasts concatenated to each other until no hit / valid hit found
|
|
while ray.Direction.magnitude > 0.001 do
|
|
local part, pos, norm, mat = workspace:FindPartOnRayWithIgnoreList(ray, ignoreEmitterList)
|
|
if not part or collisionFunc(part) then
|
|
return part, pos, norm, mat
|
|
end
|
|
local start = pos + ray.Direction.Unit * 0.001
|
|
ray = Ray.new(start, destination - start)
|
|
end
|
|
end;
|
|
}
|
|
local raycast = raycastFunctions[collisionMode]
|
|
|
|
local function connectLoop()
|
|
|
|
local rand = Random.new()
|
|
|
|
local inside = true -- Whether camera is currently in a spot occluded from the sky
|
|
local frame = RAIN_UPDATE_PERIOD -- Frame counter, and force update cycle right now
|
|
|
|
-- Update Emitter on RenderStepped since it needs to be synced to Camera
|
|
table.insert(connections, RunService.RenderStepped:connect(function()
|
|
|
|
-- Check if camera is outside or inside
|
|
local part, position = raycast(Ray.new(workspace.CurrentCamera.CFrame.p, -rainDirection * RAIN_SCANHEIGHT), true)
|
|
|
|
if (not currentCeiling or workspace.CurrentCamera.CFrame.p.y <= currentCeiling) and not part then
|
|
|
|
-- Camera is outside and under ceiling
|
|
|
|
if volumeTarget < 1 and not disabled then
|
|
volumeTarget = 1
|
|
TweenService:Create(Sound, TweenInfo.new(.5), {Volume = 1}):Play()
|
|
end
|
|
|
|
frame = RAIN_UPDATE_PERIOD
|
|
|
|
local t = math.abs(workspace.CurrentCamera.CFrame.lookVector:Dot(rainDirection))
|
|
|
|
local center = workspace.CurrentCamera.CFrame.p
|
|
local right = workspace.CurrentCamera.CFrame.lookVector:Cross(-rainDirection)
|
|
right = right.magnitude > 0.001 and right.unit or -rainDirection
|
|
local forward = rainDirection:Cross(right).unit
|
|
|
|
Emitter.Size = v3(
|
|
RAIN_EMITTER_DIM_DEFAULT,
|
|
RAIN_EMITTER_DIM_DEFAULT,
|
|
RAIN_EMITTER_DIM_DEFAULT + (1 - t)*(RAIN_EMITTER_DIM_MAXFORWARD - RAIN_EMITTER_DIM_DEFAULT)
|
|
)
|
|
|
|
Emitter.CFrame =
|
|
CFrame.new(
|
|
center.x, center.y, center.z,
|
|
right.x, -rainDirection.x, forward.x,
|
|
right.y, -rainDirection.y, forward.y,
|
|
right.z, -rainDirection.z, forward.z
|
|
)
|
|
+ (1 - t) * workspace.CurrentCamera.CFrame.lookVector * Emitter.Size.Z/3
|
|
- t * rainDirection * RAIN_EMITTER_UP_MODIFIER
|
|
|
|
Emitter.RainStraight.Enabled = true
|
|
Emitter.RainTopDown.Enabled = true
|
|
|
|
inside = false
|
|
|
|
else
|
|
|
|
-- Camera is inside / above ceiling
|
|
|
|
Emitter.RainStraight.Enabled = false
|
|
Emitter.RainTopDown.Enabled = false
|
|
|
|
inside = true
|
|
|
|
end
|
|
|
|
end))
|
|
|
|
-- Do the other effects on Stepped
|
|
local signal = RunService:IsRunning() and RunService.Stepped or RunService.RenderStepped
|
|
table.insert(connections, signal:connect(function()
|
|
|
|
frame = frame + 1
|
|
|
|
-- Only do some updates once every few frames
|
|
if frame >= RAIN_UPDATE_PERIOD then
|
|
|
|
-- Measure of how much camera is facing down (0-1)
|
|
local t = math.abs(workspace.CurrentCamera.CFrame.lookVector:Dot(rainDirection))
|
|
|
|
-- More looking down = see straight particles less and see top-down particles more
|
|
local straightSequence = NumberSequence.new {
|
|
NSK010;
|
|
NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T1, (1 - t)*straightLowAlpha + t, 0);
|
|
NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T2, (1 - t)*straightLowAlpha + t, 0);
|
|
NSK110;
|
|
}
|
|
local topdownSequence = NumberSequence.new {
|
|
NSK010;
|
|
NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T1, t*topdownLowAlpha + (1 - t), 0);
|
|
NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T2, t*topdownLowAlpha + (1 - t), 0);
|
|
NSK110;
|
|
}
|
|
|
|
-- Find desired rotation for the straight rain particles
|
|
local mapped = workspace.Camera.CFrame:inverse() * (workspace.Camera.CFrame.p - rainDirection)
|
|
local straightRotation = NumberRange.new(math.deg(math.atan2(-mapped.x, mapped.y)))
|
|
|
|
if inside then
|
|
|
|
-- Update emitter properties
|
|
for _,v in pairs(rainAttachments) do
|
|
v.RainStraight.Transparency = straightSequence
|
|
v.RainStraight.Rotation = straightRotation
|
|
v.RainTopDown.Transparency = topdownSequence
|
|
end
|
|
|
|
if not disabled then
|
|
|
|
-- Only do occluded volume check if not moving towards disabled state
|
|
|
|
local volume = 0
|
|
|
|
if (not currentCeiling or workspace.CurrentCamera.CFrame.p.y <= currentCeiling) then
|
|
|
|
-- Check how far away camera is from a space open to the sky using volume scan grid
|
|
|
|
local minDistance = RAIN_VOLUME_SCAN_RADIUS
|
|
local rayDirection = -rainDirection * RAIN_SCANHEIGHT
|
|
|
|
for i = 1, #volumeScanGrid do -- In order, so first hit is closest
|
|
if not raycast(Ray.new(workspace.CurrentCamera.CFrame * volumeScanGrid[i], rayDirection), true) then
|
|
minDistance = volumeScanGrid[i].magnitude
|
|
break
|
|
end
|
|
end
|
|
|
|
-- Volume is inversely proportionate to minimum distance
|
|
volume = 1 - minDistance / RAIN_VOLUME_SCAN_RADIUS
|
|
|
|
end
|
|
|
|
if math.abs(volume - volumeTarget) > .01 then
|
|
-- Value is sufficiently different from previous target, overwrite it
|
|
volumeTarget = volume
|
|
TweenService:Create(Sound, TweenInfo.new(1), {Volume = volumeTarget}):Play()
|
|
end
|
|
|
|
end
|
|
|
|
else
|
|
|
|
-- Update emitter properties
|
|
Emitter.RainStraight.Transparency = straightSequence
|
|
Emitter.RainStraight.Rotation = straightRotation
|
|
Emitter.RainTopDown.Transparency = topdownSequence
|
|
|
|
end
|
|
|
|
-- Reset frame counter
|
|
frame = 0
|
|
|
|
end
|
|
|
|
local center = workspace.CurrentCamera.CFrame.p
|
|
local right = workspace.CurrentCamera.CFrame.lookVector:Cross(-rainDirection)
|
|
right = right.magnitude > 0.001 and right.unit or -rainDirection
|
|
local forward = rainDirection:Cross(right).unit
|
|
local transform = CFrame.new(
|
|
center.x, center.y, center.z,
|
|
right.x, -rainDirection.x, forward.x,
|
|
right.y, -rainDirection.y, forward.y,
|
|
right.z, -rainDirection.z, forward.z
|
|
)
|
|
local rayDirection = rainDirection * RAIN_OCCLUDECHECK_SCAN_Y
|
|
|
|
-- Splash and occlusion effects
|
|
for i = 1, numSplashes do
|
|
|
|
local splashAttachment = splashAttachments[i]
|
|
local rainAttachment = rainAttachments[i]
|
|
|
|
-- Sample random splash position
|
|
local x = rand:NextNumber(RAIN_OCCLUDECHECK_OFFSET_XZ_MIN, RAIN_OCCLUDECHECK_OFFSET_XZ_MAX)
|
|
local z = rand:NextNumber(RAIN_OCCLUDECHECK_OFFSET_XZ_MIN, RAIN_OCCLUDECHECK_OFFSET_XZ_MAX)
|
|
local part, position, normal = raycast(Ray.new(transform * v3(x, RAIN_OCCLUDECHECK_OFFSET_Y, z), rayDirection))
|
|
|
|
if part then
|
|
|
|
-- Draw a splash at hit
|
|
splashAttachment.Position = position + normal * RAIN_SPLASH_CORRECTION_Y
|
|
splashAttachment.RainSplash:Emit(1)
|
|
|
|
if inside then
|
|
|
|
-- Draw occlusion rain particles a little bit above the splash position
|
|
local corrected = position - rainDirection * RAIN_SPLASH_STRAIGHT_OFFSET_Y
|
|
if currentCeiling and corrected.Y > currentCeiling and rainDirection.Y < 0 then
|
|
corrected = corrected + rainDirection * (currentCeiling - corrected.Y) / rainDirection.Y
|
|
end
|
|
rainAttachment.CFrame = transform - transform.p + corrected
|
|
rainAttachment.RainStraight:Emit(intensityOccludedRain)
|
|
rainAttachment.RainTopDown:Emit(intensityOccludedRain)
|
|
|
|
end
|
|
|
|
elseif inside then
|
|
|
|
-- Draw occlusion rain particles on the XZ-position at around the camera's height
|
|
local corrected = transform * v3(x, rand:NextNumber(RAIN_NOSPLASH_STRAIGHT_OFFSET_Y_MIN, RAIN_NOSPLASH_STRAIGHT_OFFSET_Y_MAX), z)
|
|
if currentCeiling and corrected.Y > currentCeiling and rainDirection.Y < 0 then
|
|
corrected = corrected + rainDirection * (currentCeiling - corrected.Y) / rainDirection.Y
|
|
end
|
|
rainAttachment.CFrame = transform - transform.p + corrected
|
|
rainAttachment.RainStraight:Emit(intensityOccludedRain)
|
|
rainAttachment.RainTopDown:Emit(intensityOccludedRain)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end))
|
|
|
|
end
|
|
|
|
local function disconnectLoop()
|
|
-- If present, disconnect all RunService connections
|
|
if #connections > 0 then
|
|
for _,v in pairs(connections) do
|
|
v:disconnect()
|
|
end
|
|
connections = {}
|
|
end
|
|
end
|
|
|
|
local function disableSound(tweenInfo)
|
|
|
|
-- Tween the rain sound to be mute over a given easing function
|
|
volumeTarget = 0
|
|
local tween = TweenService:Create(Sound, tweenInfo, {Volume = 0})
|
|
tween.Completed:connect(function(state)
|
|
if state == Enum.PlaybackState.Completed then
|
|
Sound:Stop()
|
|
end
|
|
tween:Destroy()
|
|
end)
|
|
tween:Play()
|
|
|
|
end
|
|
|
|
local function disable()
|
|
|
|
disconnectLoop()
|
|
|
|
-- Hide Emitter
|
|
Emitter.RainStraight.Enabled = false
|
|
Emitter.RainTopDown.Enabled = false
|
|
Emitter.Size = MIN_SIZE
|
|
|
|
-- Disable sound now if not tweened into disabled state beforehand
|
|
if not disabled then
|
|
disableSound(TweenInfo.new(RAIN_SOUND_FADEOUT_TIME))
|
|
end
|
|
|
|
end
|
|
|
|
-- Shorthand for creating a tweenable "variable" using value object
|
|
local function makeProperty(valueObjectClass, defaultValue, setter)
|
|
local valueObject = Instance.new(valueObjectClass)
|
|
if defaultValue then
|
|
valueObject.Value = defaultValue
|
|
end
|
|
valueObject.Changed:connect(setter)
|
|
setter(valueObject.Value)
|
|
return valueObject
|
|
end
|
|
|
|
local Color = makeProperty("Color3Value", RAIN_DEFAULT_COLOR, function(value)
|
|
|
|
local value = ColorSequence.new(value)
|
|
|
|
Emitter.RainStraight.Color = value
|
|
Emitter.RainTopDown.Color = value
|
|
|
|
for _,v in pairs(splashAttachments) do
|
|
v.RainSplash.Color = value
|
|
end
|
|
for _,v in pairs(rainAttachments) do
|
|
v.RainStraight.Color = value
|
|
v.RainTopDown.Color = value
|
|
end
|
|
|
|
end)
|
|
|
|
local function updateTransparency(value)
|
|
|
|
local opacity = (1 - value) * (1 - GlobalModifier.Value)
|
|
local transparency = 1 - opacity
|
|
|
|
straightLowAlpha = RAIN_STRAIGHT_ALPHA_LOW * opacity + transparency
|
|
topdownLowAlpha = RAIN_TOPDOWN_ALPHA_LOW * opacity + transparency
|
|
|
|
local splashSequence = NumberSequence.new {
|
|
NSK010;
|
|
NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T1, opacity*RAIN_SPLASH_ALPHA_LOW + transparency, 0);
|
|
NumberSequenceKeypoint.new(RAIN_TRANSPARENCY_T2, opacity*RAIN_SPLASH_ALPHA_LOW + transparency, 0);
|
|
NSK110;
|
|
}
|
|
|
|
for _,v in pairs(splashAttachments) do
|
|
v.RainSplash.Transparency = splashSequence
|
|
end
|
|
|
|
end
|
|
local Transparency = makeProperty("NumberValue", RAIN_DEFAULT_TRANSPARENCY, updateTransparency)
|
|
GlobalModifier.Changed:connect(updateTransparency)
|
|
|
|
local SpeedRatio = makeProperty("NumberValue", RAIN_DEFAULT_SPEEDRATIO, function(value)
|
|
|
|
Emitter.RainStraight.Speed = NumberRange.new(value * RAIN_STRAIGHT_MAX_SPEED)
|
|
Emitter.RainTopDown.Speed = NumberRange.new(value * RAIN_TOPDOWN_MAX_SPEED)
|
|
|
|
end)
|
|
|
|
local IntensityRatio = makeProperty("NumberValue", RAIN_DEFAULT_INTENSITYRATIO, function(value)
|
|
|
|
Emitter.RainStraight.Rate = RAIN_STRAIGHT_MAX_RATE * value
|
|
Emitter.RainTopDown.Rate = RAIN_TOPDOWN_MAX_RATE * value
|
|
|
|
intensityOccludedRain = math.ceil(RAIN_OCCLUDED_MAXINTENSITY * value)
|
|
numSplashes = RAIN_SPLASH_NUM * value
|
|
|
|
end)
|
|
|
|
local LightEmission = makeProperty("NumberValue", RAIN_DEFAULT_LIGHTEMISSION, function(value)
|
|
|
|
Emitter.RainStraight.LightEmission = value
|
|
Emitter.RainTopDown.LightEmission = value
|
|
|
|
for _,v in pairs(rainAttachments) do
|
|
v.RainStraight.LightEmission = value
|
|
v.RainTopDown.LightEmission = value
|
|
end
|
|
for _,v in pairs(splashAttachments) do
|
|
v.RainSplash.LightEmission = value
|
|
end
|
|
|
|
end)
|
|
|
|
local LightInfluence = makeProperty("NumberValue", RAIN_DEFAULT_LIGHTINFLUENCE, function(value)
|
|
|
|
Emitter.RainStraight.LightInfluence = value
|
|
Emitter.RainTopDown.LightInfluence = value
|
|
|
|
for _,v in pairs(rainAttachments) do
|
|
v.RainStraight.LightInfluence = value
|
|
v.RainTopDown.LightInfluence = value
|
|
end
|
|
for _,v in pairs(splashAttachments) do
|
|
v.RainSplash.LightInfluence = value
|
|
end
|
|
|
|
end)
|
|
|
|
local RainDirection = makeProperty("Vector3Value", RAIN_DEFAULT_DIRECTION, function(value)
|
|
if value.magnitude > 0.001 then
|
|
rainDirection = value.unit
|
|
end
|
|
end)
|
|
|
|
|
|
-- Exposed API:
|
|
|
|
local Rain = {}
|
|
|
|
Rain.CollisionMode = CollisionMode
|
|
|
|
function Rain:Enable(tweenInfo)
|
|
|
|
if tweenInfo ~= nil and typeof(tweenInfo) ~= "TweenInfo" then
|
|
error("bad argument #1 to 'Enable' (TweenInfo expected, got " .. typeof(tweenInfo) .. ")", 2)
|
|
end
|
|
|
|
disconnectLoop() -- Just in case :Enable(..) is called multiple times on accident
|
|
|
|
Emitter.RainStraight.Enabled = true
|
|
Emitter.RainTopDown.Enabled = true
|
|
Emitter.Parent = workspace.CurrentCamera
|
|
|
|
for i = 1, RAIN_SPLASH_NUM do
|
|
splashAttachments[i].Parent = workspace.Terrain
|
|
rainAttachments[i].Parent = workspace.Terrain
|
|
end
|
|
|
|
if RunService:IsRunning() then -- don't need sound in studio preview, it won't work anyway
|
|
SoundGroup.Parent = game:GetService("SoundService")
|
|
end
|
|
|
|
connectLoop()
|
|
|
|
if tweenInfo then
|
|
TweenService:Create(GlobalModifier, tweenInfo, {Value = 0}):Play()
|
|
else
|
|
GlobalModifier.Value = 0
|
|
end
|
|
|
|
if not Sound.Playing then
|
|
Sound:Play()
|
|
Sound.TimePosition = math.random()*Sound.TimeLength
|
|
end
|
|
|
|
disabled = false
|
|
|
|
end
|
|
|
|
function Rain:Disable(tweenInfo)
|
|
|
|
if tweenInfo ~= nil and typeof(tweenInfo) ~= "TweenInfo" then
|
|
error("bad argument #1 to 'Disable' (TweenInfo expected, got " .. typeof(tweenInfo) .. ")", 2)
|
|
end
|
|
|
|
if tweenInfo then
|
|
local tween = TweenService:Create(GlobalModifier, tweenInfo, {Value = 1})
|
|
tween.Completed:connect(function(state)
|
|
if state == Enum.PlaybackState.Completed then
|
|
-- Only disable the rain completely once the visual effects are faded out
|
|
disable()
|
|
end
|
|
tween:Destroy()
|
|
end)
|
|
tween:Play()
|
|
-- Start tweening out sound now as well
|
|
disableSound(tweenInfo)
|
|
else
|
|
GlobalModifier.Value = 1
|
|
disable()
|
|
end
|
|
|
|
disabled = true
|
|
|
|
end
|
|
|
|
function Rain:SetColor(value, tweenInfo)
|
|
|
|
if typeof(value) ~= "Color3" then
|
|
error("bad argument #1 to 'SetColor' (Color3 expected, got " .. typeof(value) .. ")", 2)
|
|
elseif tweenInfo ~= nil and typeof(tweenInfo) ~= "TweenInfo" then
|
|
error("bad argument #2 to 'SetColor' (TweenInfo expected, got " .. typeof(tweenInfo) .. ")", 2)
|
|
end
|
|
|
|
if tweenInfo then
|
|
TweenService:Create(Color, tweenInfo, {Value = value}):Play()
|
|
else
|
|
Color.Value = value
|
|
end
|
|
|
|
end
|
|
|
|
local function makeRatioSetter(methodName, valueObject)
|
|
-- Shorthand because most of the remaining property setters are very similar
|
|
return function(_, value, tweenInfo)
|
|
|
|
if typeof(value) ~= "number" then
|
|
error("bad argument #1 to '" .. methodName .. "' (number expected, got " .. typeof(value) .. ")", 2)
|
|
elseif tweenInfo ~= nil and typeof(tweenInfo) ~= "TweenInfo" then
|
|
error("bad argument #2 to '" .. methodName .. "' (TweenInfo expected, got " .. typeof(tweenInfo) .. ")", 2)
|
|
end
|
|
|
|
value = math.clamp(value, 0, 1)
|
|
|
|
if tweenInfo then
|
|
TweenService:Create(valueObject, tweenInfo, {Value = value}):Play()
|
|
else
|
|
valueObject.Value = value
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
Rain.SetTransparency = makeRatioSetter("SetTransparency", Transparency)
|
|
Rain.SetSpeedRatio = makeRatioSetter("SetSpeedRatio", SpeedRatio)
|
|
Rain.SetIntensityRatio = makeRatioSetter("SetIntensityRatio", IntensityRatio)
|
|
Rain.SetLightEmission = makeRatioSetter("SetLightEmission", LightEmission)
|
|
Rain.SetLightInfluence = makeRatioSetter("SetLightInfluence", LightInfluence)
|
|
|
|
function Rain:SetVolume(volume, tweenInfo)
|
|
|
|
if typeof(volume) ~= "number" then
|
|
error("bad argument #1 to 'SetVolume' (number expected, got " .. typeof(volume) .. ")", 2)
|
|
elseif tweenInfo ~= nil and typeof(tweenInfo) ~= "TweenInfo" then
|
|
error("bad argument #2 to 'SetVolume' (TweenInfo expected, got " .. typeof(tweenInfo) .. ")", 2)
|
|
end
|
|
|
|
if tweenInfo then
|
|
TweenService:Create(SoundGroup, tweenInfo, {Volume = volume}):Play()
|
|
else
|
|
SoundGroup.Volume = volume
|
|
end
|
|
|
|
end
|
|
|
|
function Rain:SetDirection(direction, tweenInfo)
|
|
|
|
if typeof(direction) ~= "Vector3" then
|
|
error("bad argument #1 to 'SetDirection' (Vector3 expected, got " .. typeof(direction) .. ")", 2)
|
|
elseif tweenInfo ~= nil and typeof(tweenInfo) ~= "TweenInfo" then
|
|
error("bad argument #2 to 'SetDirection' (TweenInfo expected, got " .. typeof(tweenInfo) .. ")", 2)
|
|
end
|
|
|
|
if not (direction.unit.magnitude > 0) then -- intentional statement formatting since NaN comparison
|
|
warn("Attempt to set rain direction to a zero-length vector, falling back on default direction = (" .. tostring(RAIN_DEFAULT_DIRECTION) .. ")")
|
|
direction = RAIN_DEFAULT_DIRECTION
|
|
end
|
|
|
|
if tweenInfo then
|
|
TweenService:Create(RainDirection, tweenInfo, {Value = direction}):Play()
|
|
else
|
|
RainDirection.Value = direction
|
|
end
|
|
|
|
end
|
|
|
|
function Rain:SetCeiling(ceiling)
|
|
|
|
if ceiling ~= nil and typeof(ceiling) ~= "number" then
|
|
error("bad argument #1 to 'SetCeiling' (number expected, got " .. typeof(ceiling) .. ")", 2)
|
|
end
|
|
|
|
currentCeiling = ceiling
|
|
|
|
end
|
|
|
|
function Rain:SetStraightTexture(asset)
|
|
|
|
if typeof(asset) ~= "string" then
|
|
error("bad argument #1 to 'SetStraightTexture' (string expected, got " .. typeof(asset) .. ")", 2)
|
|
end
|
|
|
|
Emitter.RainStraight.Texture = asset
|
|
|
|
for _,v in pairs(rainAttachments) do
|
|
v.RainStraight.Texture = asset
|
|
end
|
|
|
|
end
|
|
|
|
function Rain:SetTopDownTexture(asset)
|
|
|
|
if typeof(asset) ~= "string" then
|
|
error("bad argument #1 to 'SetStraightTexture' (string expected, got " .. typeof(asset) .. ")", 2)
|
|
end
|
|
|
|
Emitter.RainTopDown.Texture = asset
|
|
|
|
for _,v in pairs(rainAttachments) do
|
|
v.RainTopDown.Texture = asset
|
|
end
|
|
|
|
end
|
|
|
|
function Rain:SetSplashTexture(asset)
|
|
|
|
if typeof(asset) ~= "string" then
|
|
error("bad argument #1 to 'SetStraightTexture' (string expected, got " .. typeof(asset) .. ")", 2)
|
|
end
|
|
|
|
for _,v in pairs(splashAttachments) do
|
|
v.RainSplash.Texture = asset
|
|
end
|
|
|
|
end
|
|
|
|
function Rain:SetSoundId(asset)
|
|
|
|
if typeof(asset) ~= "string" then
|
|
error("bad argument #1 to 'SetSoundId' (string expected, got " .. typeof(asset) .. ")", 2)
|
|
end
|
|
|
|
Sound.SoundId = asset
|
|
|
|
end
|
|
|
|
function Rain:SetCollisionMode(mode, param)
|
|
|
|
if mode == CollisionMode.None then
|
|
|
|
-- Regular mode needs no white/blacklist or test function
|
|
collisionList = nil
|
|
collisionFunc = nil
|
|
|
|
elseif mode == CollisionMode.Blacklist then
|
|
|
|
if typeof(param) == "Instance" then
|
|
-- Add Emitter anyway, since users will probably not expect collisions with emitter block regardless
|
|
collisionList = {param, Emitter}
|
|
elseif typeof(param) == "table" then
|
|
for i = 1, #param do
|
|
if typeof(param[i]) ~= "Instance" then
|
|
error("bad argument #2 to 'SetCollisionMode' (blacklist contained a " .. typeof(param[i]) .. " on index " .. tostring(i) .. " which is not an Instance)", 2)
|
|
end
|
|
end
|
|
collisionList = {Emitter} -- see above
|
|
for i = 1, #param do
|
|
table.insert(collisionList, param[i])
|
|
end
|
|
else
|
|
error("bad argument #2 to 'SetCollisionMode (Instance or array of Instance expected, got " .. typeof(param) .. ")'", 2)
|
|
end
|
|
|
|
-- Blacklist does not need a test function
|
|
collisionFunc = nil
|
|
|
|
elseif mode == CollisionMode.Whitelist then
|
|
|
|
if typeof(param) == "Instance" then
|
|
collisionList = {param}
|
|
elseif typeof(param) == "table" then
|
|
for i = 1, #param do
|
|
if typeof(param[i]) ~= "Instance" then
|
|
error("bad argument #2 to 'SetCollisionMode' (whitelist contained a " .. typeof(param[i]) .. " on index " .. tostring(i) .. " which is not an Instance)", 2)
|
|
end
|
|
end
|
|
collisionList = {}
|
|
for i = 1, #param do
|
|
table.insert(collisionList, param[i])
|
|
end
|
|
else
|
|
error("bad argument #2 to 'SetCollisionMode (Instance or array of Instance expected, got " .. typeof(param) .. ")'", 2)
|
|
end
|
|
|
|
-- Whitelist does not need a test function
|
|
collisionFunc = nil
|
|
|
|
elseif mode == CollisionMode.Function then
|
|
|
|
if typeof(param) ~= "function" then
|
|
error("bad argument #2 to 'SetCollisionMode' (function expected, got " .. typeof(param) .. ")", 2)
|
|
end
|
|
|
|
-- Test function does not need a list
|
|
collisionList = nil
|
|
|
|
collisionFunc = param
|
|
|
|
else
|
|
error("bad argument #1 to 'SetCollisionMode (Rain.CollisionMode expected, got " .. typeof(param) .. ")'", 2)
|
|
end
|
|
|
|
collisionMode = mode
|
|
raycast = raycastFunctions[mode]
|
|
|
|
end
|
|
|
|
return Rain |