Terraria 1.4.0.5 Source Code

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MikeyIsBaeYT 2021-10-26 12:45:26 -04:00
commit 05205f009e
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// Decompiled with JetBrains decompiler
// Type: Terraria.Audio.LegacySoundStyle
// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
using Microsoft.Xna.Framework.Audio;
using Terraria.Utilities;
namespace Terraria.Audio
{
public class LegacySoundStyle : SoundStyle
{
private static readonly UnifiedRandom Random = new UnifiedRandom();
private readonly int _style;
public readonly int Variations;
public readonly int SoundId;
public int Style => this.Variations != 1 ? LegacySoundStyle.Random.Next(this._style, this._style + this.Variations) : this._style;
public override bool IsTrackable => this.SoundId == 42;
public LegacySoundStyle(int soundId, int style, SoundType type = SoundType.Sound)
: base(type)
{
this._style = style;
this.Variations = 1;
this.SoundId = soundId;
}
public LegacySoundStyle(int soundId, int style, int variations, SoundType type = SoundType.Sound)
: base(type)
{
this._style = style;
this.Variations = variations;
this.SoundId = soundId;
}
private LegacySoundStyle(
int soundId,
int style,
int variations,
SoundType type,
float volume,
float pitchVariance)
: base(volume, pitchVariance, type)
{
this._style = style;
this.Variations = variations;
this.SoundId = soundId;
}
public LegacySoundStyle WithVolume(float volume) => new LegacySoundStyle(this.SoundId, this._style, this.Variations, this.Type, volume, this.PitchVariance);
public LegacySoundStyle WithPitchVariance(float pitchVariance) => new LegacySoundStyle(this.SoundId, this._style, this.Variations, this.Type, this.Volume, pitchVariance);
public LegacySoundStyle AsMusic() => new LegacySoundStyle(this.SoundId, this._style, this.Variations, SoundType.Music, this.Volume, this.PitchVariance);
public LegacySoundStyle AsAmbient() => new LegacySoundStyle(this.SoundId, this._style, this.Variations, SoundType.Ambient, this.Volume, this.PitchVariance);
public LegacySoundStyle AsSound() => new LegacySoundStyle(this.SoundId, this._style, this.Variations, SoundType.Sound, this.Volume, this.PitchVariance);
public bool Includes(int soundId, int style) => this.SoundId == soundId && style >= this._style && style < this._style + this.Variations;
public override SoundEffect GetRandomSound() => this.IsTrackable ? SoundEngine.GetTrackableSoundByStyleId(this.Style) : (SoundEffect) null;
}
}