Terraria 1.4.0.5 Source Code
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GameContent/Skies/CreditsRollSky.cs
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81
GameContent/Skies/CreditsRollSky.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.Skies.CreditsRollSky
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// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
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// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
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// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System.Collections.Generic;
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using Terraria.DataStructures;
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using Terraria.GameContent.Skies.CreditsRoll;
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using Terraria.Graphics.Effects;
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namespace Terraria.GameContent.Skies
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{
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public class CreditsRollSky : CustomSky
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{
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private int _endTime;
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private int _currentTime;
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private List<ICreditsRollSegment> _segments;
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public void EnsureSegmentsAreMade()
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{
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this._segments = new List<ICreditsRollSegment>();
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new string[1][0] = "Now, this is a story all about how";
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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));
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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));
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int num = 60;
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Segments.EmoteSegment emoteSegment = new Segments.EmoteSegment(3, (int) segmentWithActions1.DedicatedTimeNeeded, num, new Vector2(-254f, -38f), SpriteEffects.FlipHorizontally);
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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));
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this._segments.Add((ICreditsRollSegment) segmentWithActions1);
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this._segments.Add((ICreditsRollSegment) emoteSegment);
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this._segments.Add((ICreditsRollSegment) segmentWithActions2);
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foreach (ICreditsRollSegment segment in this._segments)
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this._endTime += (int) segment.DedicatedTimeNeeded;
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this._endTime += 300;
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}
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public override void Update(GameTime gameTime)
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{
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++this._currentTime;
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int num = 0;
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foreach (ICreditsRollSegment segment in this._segments)
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num += (int) segment.DedicatedTimeNeeded;
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if (this._currentTime < num + 1)
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return;
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this._currentTime = 0;
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}
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public override void Draw(SpriteBatch spriteBatch, float minDepth, float maxDepth)
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{
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float num = 4.5f;
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if ((double) num < (double) minDepth || (double) num > (double) maxDepth)
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return;
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CreditsRollInfo info = new CreditsRollInfo()
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{
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SpriteBatch = spriteBatch,
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AnchorPositionOnScreen = Main.ScreenSize.ToVector2() / 2f,
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TimeInAnimation = this._currentTime
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};
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for (int index = 0; index < this._segments.Count; ++index)
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this._segments[index].Draw(ref info);
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}
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public override bool IsActive() => this._currentTime < this._endTime;
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public override void Reset()
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{
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this._currentTime = 0;
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this.EnsureSegmentsAreMade();
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}
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public override void Activate(Vector2 position, params object[] args)
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{
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this._currentTime = 0;
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this.EnsureSegmentsAreMade();
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}
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public override void Deactivate(params object[] args) => this._currentTime = 0;
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}
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}
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