// 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[] _textures; private PartySky.Balloon[] _balloons; private UnifiedRandom _random = new UnifiedRandom(); private int _balloonsDrawing; public override void OnLoad() { this._textures = new Asset[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(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); } } }