// Decompiled with JetBrains decompiler // Type: Terraria.Graphics.Renderers.PrettySparkleParticle // 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 Terraria.GameContent; namespace Terraria.Graphics.Renderers { public class PrettySparkleParticle : ABasicParticle { public Color ColorTint; public float Opacity; private float _timeSinceSpawn; public override void FetchFromPool() { base.FetchFromPool(); this.ColorTint = Color.Transparent; this._timeSinceSpawn = 0.0f; this.Opacity = 0.0f; } public override void Update(ref ParticleRendererSettings settings) { base.Update(ref settings); ++this._timeSinceSpawn; this.Opacity = Utils.GetLerpValue(0.0f, 0.05f, this._timeSinceSpawn / 60f, true) * Utils.GetLerpValue(1f, 0.9f, this._timeSinceSpawn / 60f, true); if ((double) this._timeSinceSpawn < 60.0) return; this.ShouldBeRemovedFromRenderer = true; } public override void Draw(ref ParticleRendererSettings settings, SpriteBatch spritebatch) { Color color1 = Color.White * this.Opacity * 0.9f; color1.A /= (byte) 2; Texture2D texture2D = TextureAssets.Extra[98].Value; Color color2 = this.ColorTint * this.Opacity * 0.5f; color2.A = (byte) 0; Vector2 origin = texture2D.Size() / 2f; Color color3 = color1 * 0.5f; float num = Utils.GetLerpValue(0.0f, 20f, this._timeSinceSpawn, true) * Utils.GetLerpValue(45f, 30f, this._timeSinceSpawn, true); Vector2 scale1 = new Vector2(0.3f, 2f) * num * this.Scale; Vector2 scale2 = new Vector2(0.3f, 1f) * num * this.Scale; Color color4 = color2 * num; Color color5 = color3 * num; Vector2 position = settings.AnchorPosition + this.LocalPosition; SpriteEffects effects = SpriteEffects.None; spritebatch.Draw(texture2D, position, new Rectangle?(), color4, 1.570796f + this.Rotation, origin, scale1, effects, 0.0f); spritebatch.Draw(texture2D, position, new Rectangle?(), color4, 0.0f + this.Rotation, origin, scale2, effects, 0.0f); spritebatch.Draw(texture2D, position, new Rectangle?(), color5, 1.570796f + this.Rotation, origin, scale1 * 0.6f, effects, 0.0f); spritebatch.Draw(texture2D, position, new Rectangle?(), color5, 0.0f + this.Rotation, origin, scale2 * 0.6f, effects, 0.0f); } } }