Terraria 1.4.0.5 Source Code
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Graphics/Renderers/PrettySparkleParticle.cs
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59
Graphics/Renderers/PrettySparkleParticle.cs
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// Decompiled with JetBrains decompiler
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// Type: Terraria.Graphics.Renderers.PrettySparkleParticle
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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 Terraria.GameContent;
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namespace Terraria.Graphics.Renderers
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{
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public class PrettySparkleParticle : ABasicParticle
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{
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public Color ColorTint;
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public float Opacity;
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private float _timeSinceSpawn;
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public override void FetchFromPool()
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{
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base.FetchFromPool();
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this.ColorTint = Color.Transparent;
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this._timeSinceSpawn = 0.0f;
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this.Opacity = 0.0f;
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}
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public override void Update(ref ParticleRendererSettings settings)
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{
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base.Update(ref settings);
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++this._timeSinceSpawn;
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this.Opacity = Utils.GetLerpValue(0.0f, 0.05f, this._timeSinceSpawn / 60f, true) * Utils.GetLerpValue(1f, 0.9f, this._timeSinceSpawn / 60f, true);
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if ((double) this._timeSinceSpawn < 60.0)
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return;
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this.ShouldBeRemovedFromRenderer = true;
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}
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public override void Draw(ref ParticleRendererSettings settings, SpriteBatch spritebatch)
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{
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Color color1 = Color.White * this.Opacity * 0.9f;
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color1.A /= (byte) 2;
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Texture2D texture2D = TextureAssets.Extra[98].Value;
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Color color2 = this.ColorTint * this.Opacity * 0.5f;
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color2.A = (byte) 0;
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Vector2 origin = texture2D.Size() / 2f;
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Color color3 = color1 * 0.5f;
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float num = Utils.GetLerpValue(0.0f, 20f, this._timeSinceSpawn, true) * Utils.GetLerpValue(45f, 30f, this._timeSinceSpawn, true);
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Vector2 scale1 = new Vector2(0.3f, 2f) * num * this.Scale;
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Vector2 scale2 = new Vector2(0.3f, 1f) * num * this.Scale;
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Color color4 = color2 * num;
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Color color5 = color3 * num;
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Vector2 position = settings.AnchorPosition + this.LocalPosition;
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SpriteEffects effects = SpriteEffects.None;
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spritebatch.Draw(texture2D, position, new Rectangle?(), color4, 1.570796f + this.Rotation, origin, scale1, effects, 0.0f);
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spritebatch.Draw(texture2D, position, new Rectangle?(), color4, 0.0f + this.Rotation, origin, scale2, effects, 0.0f);
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spritebatch.Draw(texture2D, position, new Rectangle?(), color5, 1.570796f + this.Rotation, origin, scale1 * 0.6f, effects, 0.0f);
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spritebatch.Draw(texture2D, position, new Rectangle?(), color5, 0.0f + this.Rotation, origin, scale2 * 0.6f, effects, 0.0f);
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}
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}
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}
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