// Decompiled with JetBrains decompiler // Type: Terraria.GameContent.Skies.LanternSky // 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 System; using Terraria.GameContent.Events; using Terraria.Graphics.Effects; using Terraria.Utilities; namespace Terraria.GameContent.Skies { public class LanternSky : CustomSky { private bool _active; private bool _leaving; private float _opacity; private Asset _texture; private LanternSky.Lantern[] _lanterns; private UnifiedRandom _random = new UnifiedRandom(); private int _lanternsDrawing; private const float slowDown = 0.5f; public override void OnLoad() { this._texture = TextureAssets.Extra[134]; this.GenerateLanterns(false); } private void GenerateLanterns(bool onlyMissing) { if (!onlyMissing) this._lanterns = new LanternSky.Lantern[Main.maxTilesY / 4]; for (int i = 0; i < this._lanterns.Length; ++i) { if (!onlyMissing || !this._lanterns[i].Active) { int maxValue = (int) ((double) Main.screenPosition.Y * 0.7 - (double) Main.screenHeight); int minValue = (int) ((double) maxValue - Main.worldSurface * 16.0); this._lanterns[i].Position = new Vector2((float) (this._random.Next(0, Main.maxTilesX) * 16), (float) this._random.Next(minValue, maxValue)); this.ResetLantern(i); this._lanterns[i].Active = true; } } this._lanternsDrawing = this._lanterns.Length; } public void ResetLantern(int i) { this._lanterns[i].Depth = (float) ((1.0 - (double) i / (double) this._lanterns.Length) * 4.40000009536743 + 1.60000002384186); this._lanterns[i].Speed = (float) (-1.5 - 2.5 * this._random.NextDouble()); this._lanterns[i].Texture = this._texture.Value; this._lanterns[i].Variant = this._random.Next(3); this._lanterns[i].TimeUntilFloat = (int) ((double) (2000 + this._random.Next(1200)) * 2.0); this._lanterns[i].TimeUntilFloatMax = this._lanterns[i].TimeUntilFloat; } public override void Update(GameTime gameTime) { if (Main.gamePaused || !Main.hasFocus) return; this._opacity = Utils.Clamp(this._opacity + (float) LanternNight.LanternsUp.ToDirectionInt() * 0.01f, 0.0f, 1f); for (int i = 0; i < this._lanterns.Length; ++i) { if (this._lanterns[i].Active) { float num1 = Main.windSpeedCurrent; if ((double) num1 == 0.0) num1 = 0.1f; float num2 = (float) Math.Sin((double) this._lanterns[i].Position.X / 120.0) * 0.5f; this._lanterns[i].Position.Y += num2 * 0.5f; this._lanterns[i].Position.Y += this._lanterns[i].FloatAdjustedSpeed * 0.5f; this._lanterns[i].Position.X += (float) ((0.100000001490116 + (double) num1) * (3.0 - (double) this._lanterns[i].Speed) * 0.5 * ((double) i / (double) this._lanterns.Length + 1.5) / 2.5); this._lanterns[i].Rotation = (float) ((double) num2 * ((double) num1 < 0.0 ? -1.0 : 1.0) * 0.5); this._lanterns[i].TimeUntilFloat = Math.Max(0, this._lanterns[i].TimeUntilFloat - 1); if ((double) this._lanterns[i].Position.Y < 300.0) { if (!this._leaving) { this.ResetLantern(i); this._lanterns[i].Position = new Vector2((float) (this._random.Next(0, Main.maxTilesX) * 16), (float) (Main.worldSurface * 16.0 + 1600.0)); } else { this._lanterns[i].Active = false; --this._lanternsDrawing; } } } } 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._lanterns.Length; ++index) this._lanterns[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._lanterns.Length; ++index) { float depth = this._lanterns[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 = 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._lanterns[index].Active) { Color opacity = new Color(250, 120, 60, 120); float alpha = 1f; if ((double) this._lanterns[index].Depth > 5.0) alpha = 0.3f; else if ((double) this._lanterns[index].Depth > 4.5) alpha = 0.4f; else if ((double) this._lanterns[index].Depth > 4.0) alpha = 0.5f; else if ((double) this._lanterns[index].Depth > 3.5) alpha = 0.6f; else if ((double) this._lanterns[index].Depth > 3.0) alpha = 0.7f; else if ((double) this._lanterns[index].Depth > 2.5) alpha = 0.8f; else if ((double) this._lanterns[index].Depth > 2.0) alpha = 0.9f; opacity = new Color((int) ((double) opacity.R * (double) alpha), (int) ((double) opacity.G * (double) alpha), (int) ((double) opacity.B * (double) alpha), (int) ((double) opacity.A * (double) alpha)); Vector2 depthScale = new Vector2(1f / this._lanterns[index].Depth, 0.9f / this._lanterns[index].Depth); depthScale *= 1.2f; Vector2 position = (this._lanterns[index].Position - vector2) * depthScale + vector2 - 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)) this.DrawLantern(spriteBatch, this._lanterns[index], opacity, depthScale, position, alpha); } } } private void DrawLantern( SpriteBatch spriteBatch, LanternSky.Lantern lantern, Color opacity, Vector2 depthScale, Vector2 position, float alpha) { float y = ((float) ((double) Main.GlobalTimeWrappedHourly % 6.0 / 6.0 * 6.28318548202515)).ToRotationVector2().Y; float num1 = (float) ((double) y * 0.200000002980232 + 0.800000011920929); Color color = new Color((int) byte.MaxValue, (int) byte.MaxValue, (int) byte.MaxValue, 0) * this._opacity * alpha * num1 * 0.4f; for (float num2 = 0.0f; (double) num2 < 1.0; num2 += 0.3333333f) { Vector2 vector2 = new Vector2(0.0f, 2f).RotatedBy(6.28318548202515 * (double) num2 + (double) lantern.Rotation) * y; spriteBatch.Draw(lantern.Texture, position + vector2, new Rectangle?(lantern.GetSourceRectangle()), color, lantern.Rotation, lantern.GetSourceRectangle().Size() / 2f, depthScale.X * 2f, SpriteEffects.None, 0.0f); } spriteBatch.Draw(lantern.Texture, position, new Rectangle?(lantern.GetSourceRectangle()), opacity * this._opacity, lantern.Rotation, lantern.GetSourceRectangle().Size() / 2f, depthScale.X * 2f, SpriteEffects.None, 0.0f); } public override void Activate(Vector2 position, params object[] args) { if (this._active) { this._leaving = false; this.GenerateLanterns(true); } else { this.GenerateLanterns(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 Lantern { private const int MAX_FRAMES_X = 3; public int Variant; public int TimeUntilFloat; public int TimeUntilFloatMax; private Texture2D _texture; public Vector2 Position; public float Depth; public float Rotation; public int FrameHeight; public int FrameWidth; public float Speed; public bool Active; public Texture2D Texture { get => this._texture; set { this._texture = value; this.FrameWidth = value.Width / 3; this.FrameHeight = value.Height; } } public float FloatAdjustedSpeed => this.Speed * ((float) this.TimeUntilFloat / (float) this.TimeUntilFloatMax); public Rectangle GetSourceRectangle() => new Rectangle(this.FrameWidth * this.Variant, 0, this.FrameWidth, this.FrameHeight); } } }