// Decompiled with JetBrains decompiler // Type: Terraria.GameContent.Skies.MoonLordSky // Assembly: Terraria, Version=1.3.5.3, Culture=neutral, PublicKeyToken=null // MVID: 68659D26-2BE6-448F-8663-74FA559E6F08 // 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 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; public override void OnLoad() { } public override void Update(GameTime gameTime) { } private float GetIntensity() { 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(Main.blackTileTexture, new Rectangle(0, 0, Main.screenWidth, Main.screenHeight), Color.Black * intensity); } public override float GetCloudAlpha() => 0.0f; internal override void Activate(Vector2 position, params object[] args) => this._isActive = true; internal override void Deactivate(params object[] args) => this._isActive = false; public override void Reset() => this._isActive = false; public override bool IsActive() => this._isActive; } }