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.LanternSky
// 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 ReLogic.Content;
using System;
using Terraria.GameContent.Events;
using Terraria.Graphics.Effects;
using Terraria.Utilities;
namespace Terraria.GameContent.Skies
{
public class LanternSky : CustomSky
{
private bool _active;
private bool _leaving;
private float _opacity;
private Asset<Texture2D> _texture;
private LanternSky.Lantern[] _lanterns;
private UnifiedRandom _random = new UnifiedRandom();
private int _lanternsDrawing;
private const float slowDown = 0.5f;
public override void OnLoad()
{
this._texture = TextureAssets.Extra[134];
this.GenerateLanterns(false);
}
private void GenerateLanterns(bool onlyMissing)
{
if (!onlyMissing)
this._lanterns = new LanternSky.Lantern[Main.maxTilesY / 4];
for (int i = 0; i < this._lanterns.Length; ++i)
{
if (!onlyMissing || !this._lanterns[i].Active)
{
int maxValue = (int) ((double) Main.screenPosition.Y * 0.7 - (double) Main.screenHeight);
int minValue = (int) ((double) maxValue - Main.worldSurface * 16.0);
this._lanterns[i].Position = new Vector2((float) (this._random.Next(0, Main.maxTilesX) * 16), (float) this._random.Next(minValue, maxValue));
this.ResetLantern(i);
this._lanterns[i].Active = true;
}
}
this._lanternsDrawing = this._lanterns.Length;
}
public void ResetLantern(int i)
{
this._lanterns[i].Depth = (float) ((1.0 - (double) i / (double) this._lanterns.Length) * 4.40000009536743 + 1.60000002384186);
this._lanterns[i].Speed = (float) (-1.5 - 2.5 * this._random.NextDouble());
this._lanterns[i].Texture = this._texture.Value;
this._lanterns[i].Variant = this._random.Next(3);
this._lanterns[i].TimeUntilFloat = (int) ((double) (2000 + this._random.Next(1200)) * 2.0);
this._lanterns[i].TimeUntilFloatMax = this._lanterns[i].TimeUntilFloat;
}
public override void Update(GameTime gameTime)
{
if (Main.gamePaused || !Main.hasFocus)
return;
this._opacity = Utils.Clamp<float>(this._opacity + (float) LanternNight.LanternsUp.ToDirectionInt() * 0.01f, 0.0f, 1f);
for (int i = 0; i < this._lanterns.Length; ++i)
{
if (this._lanterns[i].Active)
{
float num1 = Main.windSpeedCurrent;
if ((double) num1 == 0.0)
num1 = 0.1f;
float num2 = (float) Math.Sin((double) this._lanterns[i].Position.X / 120.0) * 0.5f;
this._lanterns[i].Position.Y += num2 * 0.5f;
this._lanterns[i].Position.Y += this._lanterns[i].FloatAdjustedSpeed * 0.5f;
this._lanterns[i].Position.X += (float) ((0.100000001490116 + (double) num1) * (3.0 - (double) this._lanterns[i].Speed) * 0.5 * ((double) i / (double) this._lanterns.Length + 1.5) / 2.5);
this._lanterns[i].Rotation = (float) ((double) num2 * ((double) num1 < 0.0 ? -1.0 : 1.0) * 0.5);
this._lanterns[i].TimeUntilFloat = Math.Max(0, this._lanterns[i].TimeUntilFloat - 1);
if ((double) this._lanterns[i].Position.Y < 300.0)
{
if (!this._leaving)
{
this.ResetLantern(i);
this._lanterns[i].Position = new Vector2((float) (this._random.Next(0, Main.maxTilesX) * 16), (float) (Main.worldSurface * 16.0 + 1600.0));
}
else
{
this._lanterns[i].Active = false;
--this._lanternsDrawing;
}
}
}
}
this._active = true;
}
public override void Draw(SpriteBatch spriteBatch, float minDepth, float maxDepth)
{
if (Main.gameMenu && this._active)
{
this._active = false;
this._leaving = false;
for (int index = 0; index < this._lanterns.Length; ++index)
this._lanterns[index].Active = false;
}
if ((double) Main.screenPosition.Y > Main.worldSurface * 16.0 || Main.gameMenu || (double) this._opacity <= 0.0)
return;
int num1 = -1;
int num2 = 0;
for (int index = 0; index < this._lanterns.Length; ++index)
{
float depth = this._lanterns[index].Depth;
if (num1 == -1 && (double) depth < (double) maxDepth)
num1 = index;
if ((double) depth > (double) minDepth)
num2 = index;
else
break;
}
if (num1 == -1)
return;
Vector2 vector2 = Main.screenPosition + new Vector2((float) (Main.screenWidth >> 1), (float) (Main.screenHeight >> 1));
Rectangle rectangle = new Rectangle(-1000, -1000, 4000, 4000);
for (int index = num1; index < num2; ++index)
{
if (this._lanterns[index].Active)
{
Color opacity = new Color(250, 120, 60, 120);
float alpha = 1f;
if ((double) this._lanterns[index].Depth > 5.0)
alpha = 0.3f;
else if ((double) this._lanterns[index].Depth > 4.5)
alpha = 0.4f;
else if ((double) this._lanterns[index].Depth > 4.0)
alpha = 0.5f;
else if ((double) this._lanterns[index].Depth > 3.5)
alpha = 0.6f;
else if ((double) this._lanterns[index].Depth > 3.0)
alpha = 0.7f;
else if ((double) this._lanterns[index].Depth > 2.5)
alpha = 0.8f;
else if ((double) this._lanterns[index].Depth > 2.0)
alpha = 0.9f;
opacity = new Color((int) ((double) opacity.R * (double) alpha), (int) ((double) opacity.G * (double) alpha), (int) ((double) opacity.B * (double) alpha), (int) ((double) opacity.A * (double) alpha));
Vector2 depthScale = new Vector2(1f / this._lanterns[index].Depth, 0.9f / this._lanterns[index].Depth);
depthScale *= 1.2f;
Vector2 position = (this._lanterns[index].Position - vector2) * depthScale + vector2 - Main.screenPosition;
position.X = (float) (((double) position.X + 500.0) % 4000.0);
if ((double) position.X < 0.0)
position.X += 4000f;
position.X -= 500f;
if (rectangle.Contains((int) position.X, (int) position.Y))
this.DrawLantern(spriteBatch, this._lanterns[index], opacity, depthScale, position, alpha);
}
}
}
private void DrawLantern(
SpriteBatch spriteBatch,
LanternSky.Lantern lantern,
Color opacity,
Vector2 depthScale,
Vector2 position,
float alpha)
{
float y = ((float) ((double) Main.GlobalTimeWrappedHourly % 6.0 / 6.0 * 6.28318548202515)).ToRotationVector2().Y;
float num1 = (float) ((double) y * 0.200000002980232 + 0.800000011920929);
Color color = new Color((int) byte.MaxValue, (int) byte.MaxValue, (int) byte.MaxValue, 0) * this._opacity * alpha * num1 * 0.4f;
for (float num2 = 0.0f; (double) num2 < 1.0; num2 += 0.3333333f)
{
Vector2 vector2 = new Vector2(0.0f, 2f).RotatedBy(6.28318548202515 * (double) num2 + (double) lantern.Rotation) * y;
spriteBatch.Draw(lantern.Texture, position + vector2, new Rectangle?(lantern.GetSourceRectangle()), color, lantern.Rotation, lantern.GetSourceRectangle().Size() / 2f, depthScale.X * 2f, SpriteEffects.None, 0.0f);
}
spriteBatch.Draw(lantern.Texture, position, new Rectangle?(lantern.GetSourceRectangle()), opacity * this._opacity, lantern.Rotation, lantern.GetSourceRectangle().Size() / 2f, depthScale.X * 2f, SpriteEffects.None, 0.0f);
}
public override void Activate(Vector2 position, params object[] args)
{
if (this._active)
{
this._leaving = false;
this.GenerateLanterns(true);
}
else
{
this.GenerateLanterns(false);
this._active = true;
this._leaving = false;
}
}
public override void Deactivate(params object[] args) => this._leaving = true;
public override bool IsActive() => this._active;
public override void Reset() => this._active = false;
private struct Lantern
{
private const int MAX_FRAMES_X = 3;
public int Variant;
public int TimeUntilFloat;
public int TimeUntilFloatMax;
private Texture2D _texture;
public Vector2 Position;
public float Depth;
public float Rotation;
public int FrameHeight;
public int FrameWidth;
public float Speed;
public bool Active;
public Texture2D Texture
{
get => this._texture;
set
{
this._texture = value;
this.FrameWidth = value.Width / 3;
this.FrameHeight = value.Height;
}
}
public float FloatAdjustedSpeed => this.Speed * ((float) this.TimeUntilFloat / (float) this.TimeUntilFloatMax);
public Rectangle GetSourceRectangle() => new Rectangle(this.FrameWidth * this.Variant, 0, this.FrameWidth, this.FrameHeight);
}
}
}