// 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); } } }