using Godot; namespace Particles.ParticleSimulation { public class Particle { private float _health = 1f; public Vector2 Position = new Vector2(); public bool WasTeleportedLast = true; public Vector2 Velocity = new Vector2(); public Particle(int id, ParticleType type) { Id = id; Type = type; } public ParticleType Type { get; } public float AverageSpeed { get; private set; } = 1f; // ReSharper disable once UnusedAutoPropertyAccessor.Global // ReSharper disable once MemberCanBePrivate.Global public int Id { get; } public float Health { get => _health; set => _health = Mathf.Clamp(value, 0f, 1f); } public void AddAverageSpeedValue(float speed) { AverageSpeed = 0.99f * AverageSpeed + 0.01f * speed; } public void ResetAverageSpeed() { AverageSpeed = 1f; } } }