Beam Component and Lightning Component (#10196)

This commit is contained in:
keronshb
2022-09-15 11:49:01 -04:00
committed by GitHub
parent 24d0766ad0
commit e90e8052c4
32 changed files with 856 additions and 1 deletions

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@@ -0,0 +1,31 @@
using Content.Client.Beam.Components;
using Content.Shared.Beam;
using Content.Shared.Beam.Components;
using Robust.Client.GameObjects;
namespace Content.Client.Beam;
public sealed class BeamSystem : SharedBeamSystem
{
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<BeamVisualizerEvent>(BeamVisualizerMessage);
}
//TODO: Sometime in the future this needs to be replaced with tiled sprites
private void BeamVisualizerMessage(BeamVisualizerEvent args)
{
if (TryComp<SpriteComponent>(args.Beam, out var sprites))
{
sprites.Rotation = args.UserAngle;
if (args.BodyState != null)
{
sprites.LayerSetState(0, args.BodyState);
sprites.LayerSetShader(0, args.Shader);
}
}
}
}

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@@ -0,0 +1,8 @@
using Content.Shared.Beam.Components;
namespace Content.Client.Beam.Components;
[RegisterComponent]
public sealed class BeamComponent : SharedBeamComponent
{
}

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@@ -0,0 +1,8 @@
using Content.Shared.Lightning.Components;
namespace Content.Client.Lightning.Components;
[RegisterComponent]
public sealed class LightningComponent : SharedLightningComponent
{
}

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@@ -8,6 +8,7 @@ using NUnit.Framework;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Serialization.Markdown;
@@ -232,7 +233,7 @@ public sealed class PrototypeSaveTest
var compName = compFact.GetComponentName(compType);
compNames.Add(compName);
if (compType == typeof(MetaDataComponent) || compType == typeof(TransformComponent))
if (compType == typeof(MetaDataComponent) || compType == typeof(TransformComponent) || compType == typeof(FixturesComponent))
continue;
MappingDataNode compMapping;

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@@ -0,0 +1,172 @@
using Content.Server.Beam.Components;
using Content.Server.Lightning;
using Content.Shared.Beam;
using Content.Shared.Beam.Components;
using Content.Shared.Interaction;
using Content.Shared.Lightning;
using Content.Shared.Physics;
using Robust.Server.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Systems;
namespace Content.Server.Beam;
public sealed class BeamSystem : SharedBeamSystem
{
[Dependency] private readonly FixtureSystem _fixture = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BeamComponent, CreateBeamSuccessEvent>(OnBeamCreationSuccess);
SubscribeLocalEvent<BeamComponent, BeamControllerCreatedEvent>(OnControllerCreated);
SubscribeLocalEvent<BeamComponent, BeamFiredEvent>(OnBeamFired);
SubscribeLocalEvent<BeamComponent, ComponentRemove>(OnRemove);
}
private void OnBeamCreationSuccess(EntityUid uid, BeamComponent component, CreateBeamSuccessEvent args)
{
component.BeamShooter = args.User;
}
private void OnControllerCreated(EntityUid uid, BeamComponent component, BeamControllerCreatedEvent args)
{
component.OriginBeam = args.OriginBeam;
}
private void OnBeamFired(EntityUid uid, BeamComponent component, BeamFiredEvent args)
{
component.CreatedBeams.Add(args.CreatedBeam);
}
private void OnRemove(EntityUid uid, BeamComponent component, ComponentRemove args)
{
if (component.VirtualBeamController == null)
return;
if (component.CreatedBeams.Count == 0 && component.VirtualBeamController.Value.Valid)
QueueDel(component.VirtualBeamController.Value);
}
/// <summary>
/// If <see cref="TryCreateBeam"/> is successful, it spawns a beam from the user to the target.
/// </summary>
/// <param name="prototype">The prototype used to make the beam</param>
/// <param name="userAngle">Angle of the user firing the beam</param>
/// <param name="calculatedDistance">The calculated distance from the user to the target.</param>
/// <param name="beamStartPos">Where the beam will spawn in</param>
/// <param name="distanceCorrection">Calculated correction so the <see cref="EdgeShape"/> can be properly dynamically created</param>
/// <param name="controller"> The virtual beam controller that this beam will use. If one doesn't exist it will be created here.</param>
/// <param name="bodyState">Optional sprite state for the <see cref="prototype"/> if it needs a dynamic one</param>
/// <param name="shader">Optional shader for the <see cref="prototype"/> and <see cref="bodyState"/> if it needs something other than default</param>
private void CreateBeam(string prototype,
Angle userAngle,
Vector2 calculatedDistance,
MapCoordinates beamStartPos,
Vector2 distanceCorrection,
EntityUid? controller,
string? bodyState = null,
string shader = "unshaded")
{
var beamSpawnPos = beamStartPos;
var ent = Spawn(prototype, beamSpawnPos);
var shape = new EdgeShape(distanceCorrection, new Vector2(0,0));
var distanceLength = distanceCorrection.Length;
if (TryComp<PhysicsComponent>(ent, out var physics) && TryComp<BeamComponent>(ent, out var beam))
{
var fixture = new Fixture(physics, shape)
{
ID = "BeamBody",
Hard = false,
CollisionMask = (int)CollisionGroup.ItemMask, //Change to MobMask
CollisionLayer = (int)CollisionGroup.MobLayer //Change to WallLayer
};
_fixture.TryCreateFixture(physics, fixture);
physics.BodyType = BodyType.Dynamic;
var beamVisualizerEvent = new BeamVisualizerEvent(ent, distanceLength, userAngle, bodyState, shader);
RaiseNetworkEvent(beamVisualizerEvent);
if (controller != null)
beam.VirtualBeamController = controller;
else
{
var controllerEnt = Spawn("VirtualBeamEntityController", beamSpawnPos);
beam.VirtualBeamController = controllerEnt;
_audio.PlayPvs(beam.Sound, beam.Owner);
var beamControllerCreatedEvent = new BeamControllerCreatedEvent(ent, controllerEnt);
RaiseLocalEvent(controllerEnt, beamControllerCreatedEvent);
}
//Create the rest of the beam, sprites handled through the BeamVisualizerEvent
for (int i = 0; i < distanceLength-1; i++)
{
beamSpawnPos = beamSpawnPos.Offset(calculatedDistance.Normalized);
var newEnt = Spawn(prototype, beamSpawnPos);
var ev = new BeamVisualizerEvent(newEnt, distanceLength, userAngle, bodyState, shader);
RaiseNetworkEvent(ev);
}
var beamFiredEvent = new BeamFiredEvent(ent);
RaiseLocalEvent(beam.VirtualBeamController.Value, beamFiredEvent);
}
}
/// <summary>
/// Called where you want an entity to create a beam from one target to another.
/// Tries to create the beam and does calculations like the distance, angle, and offset.
/// </summary>
/// <param name="user">The entity that's firing off the beam</param>
/// <param name="target">The entity that's being targeted by the user</param>
/// <param name="bodyPrototype">The prototype spawned when this beam is created</param>
/// <param name="bodyState">Optional sprite state for the <see cref="bodyPrototype"/> if a default one is not given</param>
/// <param name="shader">Optional shader for the <see cref="bodyPrototype"/> if a default one is not given</param>
/// <param name="controller"></param>
public void TryCreateBeam(EntityUid user, EntityUid target, string bodyPrototype, string? bodyState = null, string shader = "unshaded", EntityUid? controller = null)
{
if (!user.IsValid() || !target.IsValid())
return;
var userMapPos = Transform(user).MapPosition;
var targetMapPos = Transform(target).MapPosition;
//The distance between the target and the user.
var calculatedDistance = targetMapPos.Position - userMapPos.Position;
var userAngle = calculatedDistance.ToWorldAngle();
if (userMapPos.MapId != targetMapPos.MapId)
return;
//Where the start of the beam will spawn
var beamStartPos = userMapPos.Offset(calculatedDistance.Normalized);
//Don't divide by zero
if (calculatedDistance.Length == 0)
return;
if (controller != null && TryComp<BeamComponent>(controller, out var controllerBeamComp))
{
controllerBeamComp.HitTargets.Add(user);
controllerBeamComp.HitTargets.Add(target);
}
var distanceCorrection = calculatedDistance - calculatedDistance.Normalized;
CreateBeam(bodyPrototype, userAngle, calculatedDistance, beamStartPos, distanceCorrection, controller, bodyState, shader);
var ev = new CreateBeamSuccessEvent(user, target);
RaiseLocalEvent(user, ev);
}
}

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@@ -0,0 +1,8 @@
using Content.Shared.Beam.Components;
namespace Content.Server.Beam.Components;
[RegisterComponent]
public sealed class BeamComponent : SharedBeamComponent
{
}

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@@ -0,0 +1,8 @@
using Content.Shared.Lightning.Components;
namespace Content.Server.Lightning.Components;
[RegisterComponent]
public sealed class LightningComponent : SharedLightningComponent
{
}

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@@ -0,0 +1,138 @@
using System.Linq;
using Content.Server.Beam;
using Content.Server.Beam.Components;
using Content.Server.Lightning.Components;
using Content.Shared.Lightning;
using Robust.Server.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Events;
using Robust.Shared.Random;
namespace Content.Server.Lightning;
public sealed class LightningSystem : SharedLightningSystem
{
[Dependency] private readonly PhysicsSystem _physics = default!;
[Dependency] private readonly BeamSystem _beam = default!;
[Dependency] private readonly IRobustRandom _random = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<LightningComponent, StartCollideEvent>(OnCollide);
SubscribeLocalEvent<LightningComponent, ComponentRemove>(OnRemove);
}
private void OnRemove(EntityUid uid, LightningComponent component, ComponentRemove args)
{
if (!TryComp<BeamComponent>(uid, out var lightningBeam) || !TryComp<BeamComponent>(lightningBeam.VirtualBeamController, out var beamController))
{
return;
}
beamController.CreatedBeams.Remove(uid);
}
private void OnCollide(EntityUid uid, LightningComponent component, ref StartCollideEvent args)
{
if (!TryComp<BeamComponent>(uid, out var lightningBeam) || !TryComp<BeamComponent>(lightningBeam.VirtualBeamController, out var beamController))
{
return;
}
if (component.CanArc)
{
while (beamController.CreatedBeams.Count < component.MaxTotalArcs)
{
Arc(component, args.OtherFixture.Body.Owner, lightningBeam.VirtualBeamController.Value);
var spriteState = LightningRandomizer();
component.ArcTargets.Add(args.OtherFixture.Body.Owner);
component.ArcTargets.Add(component.ArcTarget);
_beam.TryCreateBeam(args.OtherFixture.Body.Owner, component.ArcTarget, component.LightningPrototype, spriteState, controller: lightningBeam.VirtualBeamController.Value);
//Break from this loop so other created bolts can collide and arc
break;
}
}
}
/// <summary>
/// Fires lightning from user to target
/// </summary>
/// <param name="user">Where the lightning fires from</param>
/// <param name="target">Where the lightning fires to</param>
/// <param name="lightningPrototype">The prototype for the lightning to be created</param>
public void ShootLightning(EntityUid user, EntityUid target, string lightningPrototype = "Lightning")
{
var spriteState = LightningRandomizer();
_beam.TryCreateBeam(user, target, lightningPrototype, spriteState);
}
/// <summary>
/// Looks for a target to arc to in all 8 directions, adds the closest to a local dictionary and picks at random
/// </summary>
/// <param name="component"></param>
/// <param name="target"></param>
/// <param name="controllerEntity"></param>
private void Arc(LightningComponent component, EntityUid target, EntityUid controllerEntity)
{
if (!TryComp<BeamComponent>(controllerEntity, out var controller))
return;
var targetXForm = Transform(target);
var directions = Enum.GetValues<Direction>().Length;
var lightningQuery = GetEntityQuery<LightningComponent>();
var beamQuery = GetEntityQuery<BeamComponent>();
var xformQuery = GetEntityQuery<TransformComponent>();
Dictionary<Direction, EntityUid> arcDirections = new();
//TODO: Add scoring system for the Tesla PR which will have grounding rods
for (int i = 0; i < directions; i++)
{
var direction = (Direction) i;
var (targetPos, targetRot) = targetXForm.GetWorldPositionRotation(xformQuery);
var dirRad = direction.ToAngle() + targetRot;
var ray = new CollisionRay(targetPos, dirRad.ToVec(), component.CollisionMask);
var rayCastResults = _physics.IntersectRay(targetXForm.MapID, ray, component.MaxLength, target, false).ToList();
RayCastResults? closestResult = null;
foreach (var result in rayCastResults)
{
if (lightningQuery.HasComponent(result.HitEntity)
|| beamQuery.HasComponent(result.HitEntity)
|| component.ArcTargets.Contains(result.HitEntity)
|| controller.HitTargets.Contains(result.HitEntity)
|| controller.BeamShooter == result.HitEntity)
{
continue;
}
closestResult = result;
break;
}
if (closestResult == null)
{
continue;
}
arcDirections.Add(direction, closestResult.Value.HitEntity);
}
var randomDirection = (Direction) _random.Next(0, 7);
if (arcDirections.ContainsKey(randomDirection))
{
component.ArcTarget = arcDirections.GetValueOrDefault(randomDirection);
arcDirections.Clear();
}
}
}

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using Robust.Shared.Audio;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
namespace Content.Shared.Beam.Components;
/// <summary>
/// Use this as a generic beam. Not for something like a laser gun, more for something continuous like lightning.
/// </summary>
public abstract class SharedBeamComponent : Component
{
/// <summary>
/// A unique list of targets that this beam collided with.
/// Useful for code like Arcing in the Lightning Component.
/// </summary>
[ViewVariables]
[DataField("hitTargets")]
public HashSet<EntityUid> HitTargets = new();
/// <summary>
/// The virtual entity representing a beam.
/// </summary>
[ViewVariables]
[DataField("virtualBeamController")]
public EntityUid? VirtualBeamController;
/// <summary>
/// The first beam created, useful for keeping track of chains.
/// </summary>
[ViewVariables]
[DataField("originBeam")]
public EntityUid OriginBeam;
/// <summary>
/// The entity that fired the beam originally
/// </summary>
[ViewVariables]
[DataField("beamShooter")]
public EntityUid BeamShooter;
/// <summary>
/// A unique list of created beams that the controller keeps track of.
/// </summary>
[ViewVariables]
[DataField("createdBeams")]
public HashSet<EntityUid> CreatedBeams = new();
/// <summary>
/// Sound played upon creation
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("sound")]
public SoundSpecifier? Sound;
}
/// <summary>
/// Called where a <see cref="BeamControllerEntity"/> is first created. Stores the originator beam euid and the controller euid.
/// Raised on the <see cref="BeamControllerEntity"/> and broadcast.
/// </summary>
public sealed class BeamControllerCreatedEvent : EntityEventArgs
{
public EntityUid OriginBeam;
public EntityUid BeamControllerEntity;
public BeamControllerCreatedEvent(EntityUid originBeam, EntityUid beamControllerEntity)
{
OriginBeam = originBeam;
BeamControllerEntity = beamControllerEntity;
}
}
/// <summary>
/// Called after TryCreateBeam succeeds.
/// </summary>
public sealed class CreateBeamSuccessEvent : EntityEventArgs
{
public readonly EntityUid User;
public readonly EntityUid Target;
public CreateBeamSuccessEvent(EntityUid user, EntityUid target)
{
User = user;
Target = target;
}
}
/// <summary>
/// Called once the beam is fully created
/// </summary>
public sealed class BeamFiredEvent : EntityEventArgs
{
public readonly EntityUid CreatedBeam;
public BeamFiredEvent(EntityUid createdBeam)
{
CreatedBeam = createdBeam;
}
}
/// <summary>
/// Raised on the new entity created after the <see cref="SharedBeamSystem"/> creates one.
/// Used to get sprite data over to the client.
/// </summary>
[Serializable, NetSerializable]
public sealed class BeamVisualizerEvent : EntityEventArgs
{
public readonly EntityUid Beam;
public readonly float DistanceLength;
public readonly Angle UserAngle;
public readonly string? BodyState;
public readonly string Shader = "unshaded";
public BeamVisualizerEvent(EntityUid beam, float distanceLength, Angle userAngle, string? bodyState = null, string shader = "unshaded")
{
Beam = beam;
DistanceLength = distanceLength;
UserAngle = userAngle;
BodyState = bodyState;
Shader = shader;
}
}

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@@ -0,0 +1,6 @@
namespace Content.Shared.Beam;
public abstract class SharedBeamSystem : EntitySystem
{
}

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@@ -0,0 +1,60 @@
using Content.Shared.Physics;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Lightning.Components;
/// <summary>
/// Handles how lightning acts and is spawned. Use the ShootLightning method to fire lightning from one user to a target.
/// </summary>
public abstract class SharedLightningComponent : Component
{
/// <summary>
/// Can this lightning arc?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("canArc")]
public bool CanArc;
/// <summary>
/// How much should lightning arc in total?
/// Controls the amount of bolts that will spawn.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("maxTotalArc")]
public int MaxTotalArcs = 50;
/// <summary>
/// The prototype ID used for arcing bolts. Usually will be the same name as the main proto but it could be flexible.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("lightningPrototype", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
public string LightningPrototype = "Lightning";
/// <summary>
/// The target that the lightning will Arc to.
/// </summary>
[ViewVariables]
[DataField("arcTarget")]
public EntityUid ArcTarget;
/// <summary>
/// How far should this lightning go?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("maxLength")]
public float MaxLength = 5f;
/// <summary>
/// List of targets that this collided with already
/// </summary>
[ViewVariables]
[DataField("arcTargets")]
public HashSet<EntityUid> ArcTargets = new();
/// <summary>
/// What should this arc to?
/// </summary>
[ViewVariables]
[DataField("collisionMask")]
public int CollisionMask = (int) (CollisionGroup.MobMask | CollisionGroup.MachineMask);
}

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@@ -0,0 +1,19 @@
using Robust.Shared.Random;
namespace Content.Shared.Lightning;
public abstract class SharedLightningSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
/// <summary>
/// Picks a random sprite state for the lightning. It's just data that gets passed to the <see cref="BeamComponent"/>
/// </summary>
/// <returns>Returns a string "lightning_" + the chosen random number.</returns>
public string LightningRandomizer()
{
//When the lightning is made with TryCreateBeam, spawns random sprites for each beam to make it look nicer.
var spriteStateNumber = _random.Next(1, 12);
return ("lightning_" + spriteStateNumber);
}
}

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@@ -0,0 +1,6 @@
LightningShock.ogg taken from Citadel Station at commit: https://github.com/Citadel-Station-13/Citadel-Station-13/commit/35a1723e98a60f375df590ca572cc90f1bb80bd5
- files: ["LightningShock.ogg"]
license: "CC-BY-NC-SA-3.0"
copyright: "LightningShock.ogg taken from Citadel Station."
source: "https://github.com/Citadel-Station-13/Citadel-Station-13/commit/35a1723e98a60f375df590ca572cc90f1bb80bd5"

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- type: entity
name: lightning
id: BaseLightning
abstract: true
components:
- type: Sprite
sprite: /Textures/Effects/lightning.rsi
drawdepth: Effects
netsync: false
layers:
- state: "lightning_1"
shader: unshaded
- type: Physics
- type: Electrified
requirePower: false
- type: Lightning
- type: PointLight
enabled: true
color: "#4080FF"
radius: 3.5
softness: 1
autoRot: true
castShadows: false
- type: Beam
sound: /Audio/Effects/Lightning/lightningshock.ogg
- type: TimedDespawn
lifetime: 3
- type: Tag
tags:
- HideContextMenu
- type: entity
name: lightning
id: Lightning
parent: BaseLightning
components:
- type: Lightning
canArc: true
- type: entity
name: charged lightning
id: ChargedLightning
parent: BaseLightning
components:
- type: Sprite
sprite: /Textures/Effects/lightning.rsi
drawdepth: Effects
layers:
- state: "blue_lightning"
shader: unshaded
- type: Electrified
requirePower: false
shockDamage: 40
- type: Lightning
canArc: true
lightningPrototype: ChargedLightning
- type: entity
name: supercharged lightning
id: SuperchargedLightning
parent: ChargedLightning
components:
- type: Sprite
sprite: /Textures/Effects/lightning.rsi
drawdepth: Effects
layers:
- state: "yellow_lightning"
shader: unshaded
- type: Electrified
requirePower: false
shockDamage: 50
- type: Lightning
canArc: true
lightningPrototype: SuperchargedLightning
- type: PointLight
enabled: true
color: "#FFFF00"
radius: 3.5
softness: 1
autoRot: true
castShadows: false
- type: entity
name: hypercharged lightning
id: HyperchargedLightning
parent: ChargedLightning
components:
- type: Sprite
sprite: /Textures/Effects/lightning.rsi
drawdepth: Effects
layers:
- state: "red_lightning"
shader: unshaded
- type: Electrified
requirePower: false
shockDamage: 60
- type: Lightning
canArc: true
lightningPrototype: HyperchargedLightning
- type: PointLight
enabled: true
color: "#ff0000"
radius: 3.5
softness: 1
autoRot: true
castShadows: false

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# Special entity used to keep track of beams from the BeamComponent and what targets they collided with
- type: entity
id: VirtualBeamEntityController
name: BEAM ENTITY YOU SHOULD NOT SEE THIS
noSpawn: true
components:
- type: Beam
- type: TimedDespawn
lifetime: 4
- type: Tag
tags:
- HideContextMenu

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{
"version": 1,
"license": "CC-BY-SA-3.0",
"copyright": "Taken from https://github.com/Citadel-Station-13/Citadel-Station-13/commit/06689416691093474d600924242f69eb7d223f3e",
"size": {
"x": 32,
"y": 32
},
"states": [
{
"name": "lightning_1",
"delays": [
[
0.120000005,
0.08
]
]
},
{
"name": "lightning_2",
"delays": [
[
0.120000005,
0.08
]
]
},
{
"name": "lightning_3",
"delays": [
[
0.120000005,
0.08
]
]
},
{
"name": "lightning_4",
"delays": [
[
0.120000005,
0.08
]
]
},
{
"name": "lightning_5",
"delays": [
[
0.120000005,
0.08
]
]
},
{
"name": "lightning_6",
"delays": [
[
0.120000005,
0.08
]
]
},
{
"name": "lightning_7",
"delays": [
[
0.120000005,
0.08
]
]
},
{
"name": "lightning_8",
"delays": [
[
0.120000005,
0.08
]
]
},
{
"name": "lightning_9",
"delays": [
[
0.120000005,
0.08
]
]
},
{
"name": "lightning_10",
"delays": [
[
0.120000005,
0.08
]
]
},
{
"name": "lightning_11",
"delays": [
[
0.120000005,
0.08
]
]
},
{
"name": "lightning_12",
"delays": [
[
0.120000005,
0.08
]
]
},
{
"name": "yellow_lightning",
"delays": [
[
0.1,
0.1,
0.1,
0.1
]
]
},
{
"name": "blue_lightning",
"delays": [
[
0.1,
0.1,
0.1,
0.1
]
]
},
{
"name": "red_lightning",
"delays": [
[
0.1,
0.1,
0.1,
0.1
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