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.Graphics.Renderers.RandomizedFrameParticle
// 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;
namespace Terraria.Graphics.Renderers
{
public class RandomizedFrameParticle : ABasicParticle
{
public float FadeInNormalizedTime;
public float FadeOutNormalizedTime = 1f;
public Color ColorTint = Color.White;
public int AnimationFramesAmount;
public int GameFramesPerAnimationFrame;
private float _timeTolive;
private float _timeSinceSpawn;
private int _gameFramesCounted;
public override void FetchFromPool()
{
base.FetchFromPool();
this.FadeInNormalizedTime = 0.0f;
this.FadeOutNormalizedTime = 1f;
this.ColorTint = Color.White;
this.AnimationFramesAmount = 0;
this.GameFramesPerAnimationFrame = 0;
this._timeTolive = 0.0f;
this._timeSinceSpawn = 0.0f;
this._gameFramesCounted = 0;
}
public void SetTypeInfo(
int animationFramesAmount,
int gameFramesPerAnimationFrame,
float timeToLive)
{
this._timeTolive = timeToLive;
this.GameFramesPerAnimationFrame = gameFramesPerAnimationFrame;
this.AnimationFramesAmount = animationFramesAmount;
this.RandomizeFrame();
}
private void RandomizeFrame()
{
this._frame = this._texture.Frame(verticalFrames: this.AnimationFramesAmount, frameY: Main.rand.Next(this.AnimationFramesAmount));
this._origin = this._frame.Size() / 2f;
}
public override void Update(ref ParticleRendererSettings settings)
{
base.Update(ref settings);
++this._timeSinceSpawn;
if ((double) this._timeSinceSpawn >= (double) this._timeTolive)
this.ShouldBeRemovedFromRenderer = true;
if (++this._gameFramesCounted < this.GameFramesPerAnimationFrame)
return;
this._gameFramesCounted = 0;
this.RandomizeFrame();
}
public override void Draw(ref ParticleRendererSettings settings, SpriteBatch spritebatch)
{
Color color = this.ColorTint * Utils.GetLerpValue(0.0f, this.FadeInNormalizedTime, this._timeSinceSpawn / this._timeTolive, true) * Utils.GetLerpValue(1f, this.FadeOutNormalizedTime, this._timeSinceSpawn / this._timeTolive, true);
spritebatch.Draw(this._texture.Value, settings.AnchorPosition + this.LocalPosition, new Rectangle?(this._frame), color, this.Rotation, this._origin, this.Scale, SpriteEffects.None, 0.0f);
}
}
}