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.PartySky
// 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 Terraria.Graphics.Effects;
using Terraria.Utilities;
namespace Terraria.GameContent.Skies
{
public class PartySky : CustomSky
{
public static bool MultipleSkyWorkaroundFix;
private bool _active;
private bool _leaving;
private float _opacity;
private Asset<Texture2D>[] _textures;
private PartySky.Balloon[] _balloons;
private UnifiedRandom _random = new UnifiedRandom();
private int _balloonsDrawing;
public override void OnLoad()
{
this._textures = new Asset<Texture2D>[3];
for (int index = 0; index < this._textures.Length; ++index)
this._textures[index] = TextureAssets.Extra[69 + index];
this.GenerateBalloons(false);
}
private void GenerateBalloons(bool onlyMissing)
{
if (!onlyMissing)
this._balloons = new PartySky.Balloon[Main.maxTilesY / 4];
for (int i = 0; i < this._balloons.Length; ++i)
{
if (!onlyMissing || !this._balloons[i].Active)
{
int maxValue = (int) ((double) Main.screenPosition.Y * 0.7 - (double) Main.screenHeight);
int minValue = (int) ((double) maxValue - Main.worldSurface * 16.0);
this._balloons[i].Position = new Vector2((float) (this._random.Next(0, Main.maxTilesX) * 16), (float) this._random.Next(minValue, maxValue));
this.ResetBalloon(i);
this._balloons[i].Active = true;
}
}
this._balloonsDrawing = this._balloons.Length;
}
public void ResetBalloon(int i)
{
this._balloons[i].Depth = (float) ((double) i / (double) this._balloons.Length * 1.75 + 1.60000002384186);
this._balloons[i].Speed = (float) (-1.5 - 2.5 * this._random.NextDouble());
this._balloons[i].Texture = this._textures[this._random.Next(2)].Value;
this._balloons[i].Variant = this._random.Next(3);
if (this._random.Next(30) != 0)
return;
this._balloons[i].Texture = this._textures[2].Value;
}
private bool IsNearParty() => (double) Main.player[Main.myPlayer].townNPCs > 0.0 || Main.SceneMetrics.PartyMonolithCount > 0;
public override void Update(GameTime gameTime)
{
if (!PartySky.MultipleSkyWorkaroundFix && Main.dayRate == 0)
return;
PartySky.MultipleSkyWorkaroundFix = false;
if (Main.gamePaused || !Main.hasFocus)
return;
this._opacity = Utils.Clamp<float>(this._opacity + (float) this.IsNearParty().ToDirectionInt() * 0.01f, 0.0f, 1f);
for (int i = 0; i < this._balloons.Length; ++i)
{
if (this._balloons[i].Active)
{
++this._balloons[i].Frame;
this._balloons[i].Position.Y += this._balloons[i].Speed;
this._balloons[i].Position.X += Main.windSpeedCurrent * (3f - this._balloons[i].Speed);
if ((double) this._balloons[i].Position.Y < 300.0)
{
if (!this._leaving)
{
this.ResetBalloon(i);
this._balloons[i].Position = new Vector2((float) (this._random.Next(0, Main.maxTilesX) * 16), (float) (Main.worldSurface * 16.0 + 1600.0));
if (this._random.Next(30) == 0)
this._balloons[i].Texture = this._textures[2].Value;
}
else
{
this._balloons[i].Active = false;
--this._balloonsDrawing;
}
}
}
}
if (this._balloonsDrawing == 0)
this._active = false;
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._balloons.Length; ++index)
this._balloons[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._balloons.Length; ++index)
{
float depth = this._balloons[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_1 = 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._balloons[index].Active)
{
Color color = new Color(Main.ColorOfTheSkies.ToVector4() * 0.9f + new Vector4(0.1f)) * 0.8f;
float num3 = 1f;
if ((double) this._balloons[index].Depth > 3.0)
num3 = 0.6f;
else if ((double) this._balloons[index].Depth > 2.5)
num3 = 0.7f;
else if ((double) this._balloons[index].Depth > 2.0)
num3 = 0.8f;
else if ((double) this._balloons[index].Depth > 1.5)
num3 = 0.9f;
float num4 = num3 * 0.9f;
color = new Color((int) ((double) color.R * (double) num4), (int) ((double) color.G * (double) num4), (int) ((double) color.B * (double) num4), (int) ((double) color.A * (double) num4));
Vector2 vector2_2 = new Vector2(1f / this._balloons[index].Depth, 0.9f / this._balloons[index].Depth);
Vector2 position = (this._balloons[index].Position - vector2_1) * vector2_2 + vector2_1 - 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))
spriteBatch.Draw(this._balloons[index].Texture, position, new Rectangle?(this._balloons[index].GetSourceRectangle()), color * this._opacity, 0.0f, Vector2.Zero, vector2_2.X * 2f, SpriteEffects.None, 0.0f);
}
}
}
public override void Activate(Vector2 position, params object[] args)
{
if (this._active)
{
this._leaving = false;
this.GenerateBalloons(true);
}
else
{
this.GenerateBalloons(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 Balloon
{
private const int MAX_FRAMES_X = 3;
private const int MAX_FRAMES_Y = 3;
private const int FRAME_RATE = 14;
public int Variant;
private Texture2D _texture;
public Vector2 Position;
public float Depth;
public int FrameHeight;
public int FrameWidth;
public float Speed;
public bool Active;
private int _frameCounter;
public Texture2D Texture
{
get => this._texture;
set
{
this._texture = value;
this.FrameWidth = value.Width / 3;
this.FrameHeight = value.Height / 3;
}
}
public int Frame
{
get => this._frameCounter;
set => this._frameCounter = value % 42;
}
public Rectangle GetSourceRectangle() => new Rectangle(this.FrameWidth * this.Variant, this._frameCounter / 14 * this.FrameHeight, this.FrameWidth, this.FrameHeight);
}
}
}