Terraria 1.4.0.5 Source Code
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109
GameContent/Skies/MoonLordSky.cs
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109
GameContent/Skies/MoonLordSky.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.Skies.MoonLordSky
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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;
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using Terraria.Graphics.Effects;
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using Terraria.Utilities;
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namespace Terraria.GameContent.Skies
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{
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public class MoonLordSky : CustomSky
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{
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private UnifiedRandom _random = new UnifiedRandom();
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private bool _isActive;
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private int _moonLordIndex = -1;
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private bool _forPlayer;
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private float _fadeOpacity;
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public MoonLordSky(bool forPlayer) => this._forPlayer = forPlayer;
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public override void OnLoad()
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{
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}
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public override void Update(GameTime gameTime)
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{
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if (!this._forPlayer)
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return;
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if (this._isActive)
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this._fadeOpacity = Math.Min(1f, 0.01f + this._fadeOpacity);
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else
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this._fadeOpacity = Math.Max(0.0f, this._fadeOpacity - 0.01f);
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}
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private float GetIntensity()
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{
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if (this._forPlayer)
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return this._fadeOpacity;
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if (!this.UpdateMoonLordIndex())
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return 0.0f;
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float x = 0.0f;
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if (this._moonLordIndex != -1)
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x = Vector2.Distance(Main.player[Main.myPlayer].Center, Main.npc[this._moonLordIndex].Center);
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return 1f - Utils.SmoothStep(3000f, 6000f, x);
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}
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public override Color OnTileColor(Color inColor)
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{
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float intensity = this.GetIntensity();
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return new Color(Vector4.Lerp(new Vector4(0.5f, 0.8f, 1f, 1f), inColor.ToVector4(), 1f - intensity));
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}
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private bool UpdateMoonLordIndex()
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{
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if (this._moonLordIndex >= 0 && Main.npc[this._moonLordIndex].active && Main.npc[this._moonLordIndex].type == 398)
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return true;
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int num = -1;
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for (int index = 0; index < Main.npc.Length; ++index)
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{
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if (Main.npc[index].active && Main.npc[index].type == 398)
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{
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num = index;
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break;
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}
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}
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this._moonLordIndex = num;
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return num != -1;
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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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if ((double) maxDepth < 0.0 || (double) minDepth >= 0.0)
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return;
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float intensity = this.GetIntensity();
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spriteBatch.Draw(TextureAssets.BlackTile.Value, new Rectangle(0, 0, Main.screenWidth, Main.screenHeight), Color.Black * intensity);
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}
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public override float GetCloudAlpha() => 1f - this._fadeOpacity;
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public override void Activate(Vector2 position, params object[] args)
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{
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this._isActive = true;
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if (this._forPlayer)
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this._fadeOpacity = 1f / 500f;
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else
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this._fadeOpacity = 1f;
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}
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public override void Deactivate(params object[] args)
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{
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this._isActive = false;
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if (this._forPlayer)
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return;
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this._fadeOpacity = 0.0f;
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}
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public override void Reset()
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{
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this._isActive = false;
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this._fadeOpacity = 0.0f;
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}
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public override bool IsActive() => this._isActive || (double) this._fadeOpacity > 1.0 / 1000.0;
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}
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}
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