// Decompiled with JetBrains decompiler // Type: Terraria.GameContent.Skies.VortexSky // 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.Graphics.Effects; using Terraria.Utilities; namespace Terraria.GameContent.Skies { public class VortexSky : CustomSky { private UnifiedRandom _random = new UnifiedRandom(); private Asset _planetTexture; private Asset _bgTexture; private Asset _boltTexture; private Asset _flashTexture; private bool _isActive; private int _ticksUntilNextBolt; private float _fadeOpacity; private VortexSky.Bolt[] _bolts; public override void OnLoad() { this._planetTexture = Main.Assets.Request("Images/Misc/VortexSky/Planet", (AssetRequestMode) 1); this._bgTexture = Main.Assets.Request("Images/Misc/VortexSky/Background", (AssetRequestMode) 1); this._boltTexture = Main.Assets.Request("Images/Misc/VortexSky/Bolt", (AssetRequestMode) 1); this._flashTexture = Main.Assets.Request("Images/Misc/VortexSky/Flash", (AssetRequestMode) 1); } public override void Update(GameTime gameTime) { this._fadeOpacity = !this._isActive ? Math.Max(0.0f, this._fadeOpacity - 0.01f) : Math.Min(1f, 0.01f + this._fadeOpacity); if (this._ticksUntilNextBolt <= 0) { this._ticksUntilNextBolt = this._random.Next(1, 5); int index = 0; while (this._bolts[index].IsAlive && index != this._bolts.Length - 1) ++index; this._bolts[index].IsAlive = true; this._bolts[index].Position.X = (float) ((double) this._random.NextFloat() * ((double) Main.maxTilesX * 16.0 + 4000.0) - 2000.0); this._bolts[index].Position.Y = this._random.NextFloat() * 500f; this._bolts[index].Depth = (float) ((double) this._random.NextFloat() * 8.0 + 2.0); this._bolts[index].Life = 30; } --this._ticksUntilNextBolt; for (int index = 0; index < this._bolts.Length; ++index) { if (this._bolts[index].IsAlive) { --this._bolts[index].Life; if (this._bolts[index].Life <= 0) this._bolts[index].IsAlive = false; } } } public override Color OnTileColor(Color inColor) => new Color(Vector4.Lerp(inColor.ToVector4(), Vector4.One, this._fadeOpacity * 0.5f)); public override void Draw(SpriteBatch spriteBatch, float minDepth, float maxDepth) { if ((double) maxDepth >= 3.40282346638529E+38 && (double) minDepth < 3.40282346638529E+38) { spriteBatch.Draw(TextureAssets.BlackTile.Value, new Rectangle(0, 0, Main.screenWidth, Main.screenHeight), Color.Black * this._fadeOpacity); spriteBatch.Draw(this._bgTexture.Value, new Rectangle(0, Math.Max(0, (int) ((Main.worldSurface * 16.0 - (double) Main.screenPosition.Y - 2400.0) * 0.100000001490116)), Main.screenWidth, Main.screenHeight), Color.White * Math.Min(1f, (float) (((double) Main.screenPosition.Y - 800.0) / 1000.0)) * this._fadeOpacity); Vector2 vector2_1 = new Vector2((float) (Main.screenWidth >> 1), (float) (Main.screenHeight >> 1)); Vector2 vector2_2 = 0.01f * (new Vector2((float) Main.maxTilesX * 8f, (float) Main.worldSurface / 2f) - Main.screenPosition); spriteBatch.Draw(this._planetTexture.Value, vector2_1 + new Vector2(-200f, -200f) + vector2_2, new Rectangle?(), Color.White * 0.9f * this._fadeOpacity, 0.0f, new Vector2((float) (this._planetTexture.Width() >> 1), (float) (this._planetTexture.Height() >> 1)), 1f, SpriteEffects.None, 1f); } float num1 = Math.Min(1f, (float) (((double) Main.screenPosition.Y - 1000.0) / 1000.0)); Vector2 vector2_3 = Main.screenPosition + new Vector2((float) (Main.screenWidth >> 1), (float) (Main.screenHeight >> 1)); Rectangle rectangle = new Rectangle(-1000, -1000, 4000, 4000); for (int index = 0; index < this._bolts.Length; ++index) { if (this._bolts[index].IsAlive && (double) this._bolts[index].Depth > (double) minDepth && (double) this._bolts[index].Depth < (double) maxDepth) { Vector2 vector2_4 = new Vector2(1f / this._bolts[index].Depth, 0.9f / this._bolts[index].Depth); Vector2 position = (this._bolts[index].Position - vector2_3) * vector2_4 + vector2_3 - Main.screenPosition; if (rectangle.Contains((int) position.X, (int) position.Y)) { Texture2D texture = this._boltTexture.Value; int life = this._bolts[index].Life; if (life > 26 && life % 2 == 0) texture = this._flashTexture.Value; float num2 = (float) life / 30f; spriteBatch.Draw(texture, position, new Rectangle?(), Color.White * num1 * num2 * this._fadeOpacity, 0.0f, Vector2.Zero, vector2_4.X * 5f, SpriteEffects.None, 0.0f); } } } } public override float GetCloudAlpha() => (float) ((1.0 - (double) this._fadeOpacity) * 0.300000011920929 + 0.699999988079071); public override void Activate(Vector2 position, params object[] args) { this._fadeOpacity = 1f / 500f; this._isActive = true; this._bolts = new VortexSky.Bolt[500]; for (int index = 0; index < this._bolts.Length; ++index) this._bolts[index].IsAlive = false; } public override void Deactivate(params object[] args) => this._isActive = false; public override void Reset() => this._isActive = false; public override bool IsActive() => this._isActive || (double) this._fadeOpacity > 1.0 / 1000.0; private struct Bolt { public Vector2 Position; public float Depth; public int Life; public bool IsAlive; } } }