Terraria 1.4.0.5 Source Code

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MikeyIsBaeYT 2021-10-26 12:45:26 -04:00
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// Decompiled with JetBrains decompiler
// Type: Terraria.GameContent.Skies.CreditsRollSky
// 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;
using Microsoft.Xna.Framework.Graphics;
using System.Collections.Generic;
using Terraria.DataStructures;
using Terraria.GameContent.Skies.CreditsRoll;
using Terraria.Graphics.Effects;
namespace Terraria.GameContent.Skies
{
public class CreditsRollSky : CustomSky
{
private int _endTime;
private int _currentTime;
private List<ICreditsRollSegment> _segments;
public void EnsureSegmentsAreMade()
{
this._segments = new List<ICreditsRollSegment>();
new string[1][0] = "Now, this is a story all about how";
Segments.ACreditsRollSegmentWithActions<NPC> segmentWithActions1 = new Segments.NPCSegment(0, 22, new Vector2(-300f, 0.0f), new Vector2(0.5f, 1f)).Then((ICreditsRollSegmentAction<NPC>) new Actions.NPCs.Fade((int) byte.MaxValue)).With((ICreditsRollSegmentAction<NPC>) new Actions.NPCs.Fade(-5, 51)).Then((ICreditsRollSegmentAction<NPC>) new Actions.NPCs.Move(new Vector2(1f, 0.0f), 60));
Segments.ACreditsRollSegmentWithActions<Segments.LooseSprite> segmentWithActions2 = new Segments.SpriteSegment(0, new DrawData(TextureAssets.Extra[156].Value, Vector2.Zero, new Rectangle?(), Color.White, 0.0f, TextureAssets.Extra[156].Size() / 2f, 0.25f, SpriteEffects.None, 0), new Vector2(-100f, 0.0f)).Then((ICreditsRollSegmentAction<Segments.LooseSprite>) new Actions.Sprites.Fade(0.0f, 0)).Then((ICreditsRollSegmentAction<Segments.LooseSprite>) new Actions.Sprites.Fade(1f, 60)).Then((ICreditsRollSegmentAction<Segments.LooseSprite>) new Actions.Sprites.Wait(60)).Then((ICreditsRollSegmentAction<Segments.LooseSprite>) new Actions.Sprites.Fade(0.0f, 60));
int num = 60;
Segments.EmoteSegment emoteSegment = new Segments.EmoteSegment(3, (int) segmentWithActions1.DedicatedTimeNeeded, num, new Vector2(-254f, -38f), SpriteEffects.FlipHorizontally);
segmentWithActions1.Then((ICreditsRollSegmentAction<NPC>) new Actions.NPCs.Wait(num)).Then((ICreditsRollSegmentAction<NPC>) new Actions.NPCs.Wait(60)).With((ICreditsRollSegmentAction<NPC>) new Actions.NPCs.Fade(5, 51));
this._segments.Add((ICreditsRollSegment) segmentWithActions1);
this._segments.Add((ICreditsRollSegment) emoteSegment);
this._segments.Add((ICreditsRollSegment) segmentWithActions2);
foreach (ICreditsRollSegment segment in this._segments)
this._endTime += (int) segment.DedicatedTimeNeeded;
this._endTime += 300;
}
public override void Update(GameTime gameTime)
{
++this._currentTime;
int num = 0;
foreach (ICreditsRollSegment segment in this._segments)
num += (int) segment.DedicatedTimeNeeded;
if (this._currentTime < num + 1)
return;
this._currentTime = 0;
}
public override void Draw(SpriteBatch spriteBatch, float minDepth, float maxDepth)
{
float num = 4.5f;
if ((double) num < (double) minDepth || (double) num > (double) maxDepth)
return;
CreditsRollInfo info = new CreditsRollInfo()
{
SpriteBatch = spriteBatch,
AnchorPositionOnScreen = Main.ScreenSize.ToVector2() / 2f,
TimeInAnimation = this._currentTime
};
for (int index = 0; index < this._segments.Count; ++index)
this._segments[index].Draw(ref info);
}
public override bool IsActive() => this._currentTime < this._endTime;
public override void Reset()
{
this._currentTime = 0;
this.EnsureSegmentsAreMade();
}
public override void Activate(Vector2 position, params object[] args)
{
this._currentTime = 0;
this.EnsureSegmentsAreMade();
}
public override void Deactivate(params object[] args) => this._currentTime = 0;
}
}