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.MoonLordSky
// 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;
using Terraria.Graphics.Effects;
using Terraria.Utilities;
namespace Terraria.GameContent.Skies
{
public class MoonLordSky : CustomSky
{
private UnifiedRandom _random = new UnifiedRandom();
private bool _isActive;
private int _moonLordIndex = -1;
private bool _forPlayer;
private float _fadeOpacity;
public MoonLordSky(bool forPlayer) => this._forPlayer = forPlayer;
public override void OnLoad()
{
}
public override void Update(GameTime gameTime)
{
if (!this._forPlayer)
return;
if (this._isActive)
this._fadeOpacity = Math.Min(1f, 0.01f + this._fadeOpacity);
else
this._fadeOpacity = Math.Max(0.0f, this._fadeOpacity - 0.01f);
}
private float GetIntensity()
{
if (this._forPlayer)
return this._fadeOpacity;
if (!this.UpdateMoonLordIndex())
return 0.0f;
float x = 0.0f;
if (this._moonLordIndex != -1)
x = Vector2.Distance(Main.player[Main.myPlayer].Center, Main.npc[this._moonLordIndex].Center);
return 1f - Utils.SmoothStep(3000f, 6000f, x);
}
public override Color OnTileColor(Color inColor)
{
float intensity = this.GetIntensity();
return new Color(Vector4.Lerp(new Vector4(0.5f, 0.8f, 1f, 1f), inColor.ToVector4(), 1f - intensity));
}
private bool UpdateMoonLordIndex()
{
if (this._moonLordIndex >= 0 && Main.npc[this._moonLordIndex].active && Main.npc[this._moonLordIndex].type == 398)
return true;
int num = -1;
for (int index = 0; index < Main.npc.Length; ++index)
{
if (Main.npc[index].active && Main.npc[index].type == 398)
{
num = index;
break;
}
}
this._moonLordIndex = num;
return num != -1;
}
public override void Draw(SpriteBatch spriteBatch, float minDepth, float maxDepth)
{
if ((double) maxDepth < 0.0 || (double) minDepth >= 0.0)
return;
float intensity = this.GetIntensity();
spriteBatch.Draw(TextureAssets.BlackTile.Value, new Rectangle(0, 0, Main.screenWidth, Main.screenHeight), Color.Black * intensity);
}
public override float GetCloudAlpha() => 1f - this._fadeOpacity;
public override void Activate(Vector2 position, params object[] args)
{
this._isActive = true;
if (this._forPlayer)
this._fadeOpacity = 1f / 500f;
else
this._fadeOpacity = 1f;
}
public override void Deactivate(params object[] args)
{
this._isActive = false;
if (this._forPlayer)
return;
this._fadeOpacity = 0.0f;
}
public override void Reset()
{
this._isActive = false;
this._fadeOpacity = 0.0f;
}
public override bool IsActive() => this._isActive || (double) this._fadeOpacity > 1.0 / 1000.0;
}
}