terraria-source-code/GameContent/Skies/CreditsRoll/Actions.cs
2021-10-26 12:45:26 -04:00

241 lines
6.8 KiB
C#

// Decompiled with JetBrains decompiler
// Type: Terraria.GameContent.Skies.CreditsRoll.Actions
// 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;
namespace Terraria.GameContent.Skies.CreditsRoll
{
public class Actions
{
public class NPCs
{
public interface INPCAction : ICreditsRollSegmentAction<NPC>
{
}
public class Fade : Actions.NPCs.INPCAction, ICreditsRollSegmentAction<NPC>
{
private int _duration;
private int _alphaPerFrame;
private float _delay;
public Fade(int alphaPerFrame)
{
this._duration = 0;
this._alphaPerFrame = alphaPerFrame;
}
public Fade(int alphaPerFrame, int duration)
{
this._duration = duration;
this._alphaPerFrame = alphaPerFrame;
}
public void BindTo(NPC obj)
{
}
public int ExpectedLengthOfActionInFrames => this._duration;
public void SetDelay(float delay) => this._delay = delay;
public void ApplyTo(NPC obj, float localTimeForObj)
{
if ((double) localTimeForObj < (double) this._delay)
return;
if (this._duration == 0)
{
obj.alpha = Utils.Clamp<int>(obj.alpha + this._alphaPerFrame, 0, (int) byte.MaxValue);
}
else
{
float num = localTimeForObj - this._delay;
if ((double) num > (double) this._duration)
num = (float) this._duration;
obj.alpha = Utils.Clamp<int>(obj.alpha + (int) num * this._alphaPerFrame, 0, (int) byte.MaxValue);
}
}
}
public class Move : Actions.NPCs.INPCAction, ICreditsRollSegmentAction<NPC>
{
private Vector2 _offsetPerFrame;
private int _duration;
private float _delay;
public Move(Vector2 offsetPerFrame, int durationInFrames)
{
this._offsetPerFrame = offsetPerFrame;
this._duration = durationInFrames;
}
public void BindTo(NPC obj)
{
}
public int ExpectedLengthOfActionInFrames => this._duration;
public void SetDelay(float delay) => this._delay = delay;
public void ApplyTo(NPC obj, float localTimeForObj)
{
if ((double) localTimeForObj < (double) this._delay)
return;
float num = localTimeForObj - this._delay;
if ((double) num > (double) this._duration)
num = (float) this._duration;
NPC npc = obj;
npc.position = npc.position + this._offsetPerFrame * num;
obj.velocity = this._offsetPerFrame;
if ((double) this._offsetPerFrame.X == 0.0)
return;
obj.direction = obj.spriteDirection = (double) this._offsetPerFrame.X > 0.0 ? 1 : -1;
}
}
public class Wait : Actions.NPCs.INPCAction, ICreditsRollSegmentAction<NPC>
{
private int _duration;
private float _delay;
public Wait(int durationInFrames) => this._duration = durationInFrames;
public void BindTo(NPC obj)
{
}
public int ExpectedLengthOfActionInFrames => this._duration;
public void ApplyTo(NPC obj, float localTimeForObj)
{
if ((double) localTimeForObj < (double) this._delay)
return;
obj.velocity = Vector2.Zero;
}
public void SetDelay(float delay) => this._delay = delay;
}
public class LookAt : Actions.NPCs.INPCAction, ICreditsRollSegmentAction<NPC>
{
private int _direction;
private float _delay;
public LookAt(int direction) => this._direction = direction;
public void BindTo(NPC obj)
{
}
public int ExpectedLengthOfActionInFrames => 0;
public void ApplyTo(NPC obj, float localTimeForObj)
{
if ((double) localTimeForObj < (double) this._delay)
return;
obj.direction = obj.spriteDirection = this._direction;
}
public void SetDelay(float delay) => this._delay = delay;
}
public class PartyHard : Actions.NPCs.INPCAction, ICreditsRollSegmentAction<NPC>
{
public void BindTo(NPC obj)
{
obj.ForcePartyHatOn = true;
obj.UpdateAltTexture();
}
public int ExpectedLengthOfActionInFrames => 0;
public void ApplyTo(NPC obj, float localTimeForObj)
{
}
public void SetDelay(float delay)
{
}
}
}
public class Sprites
{
public interface ISpriteAction : ICreditsRollSegmentAction<Segments.LooseSprite>
{
}
public class Fade :
Actions.Sprites.ISpriteAction,
ICreditsRollSegmentAction<Segments.LooseSprite>
{
private int _duration;
private float _opacityTarget;
private float _delay;
public Fade(float opacityTarget)
{
this._duration = 0;
this._opacityTarget = opacityTarget;
}
public Fade(float opacityTarget, int duration)
{
this._duration = duration;
this._opacityTarget = opacityTarget;
}
public void BindTo(Segments.LooseSprite obj)
{
}
public int ExpectedLengthOfActionInFrames => this._duration;
public void SetDelay(float delay) => this._delay = delay;
public void ApplyTo(Segments.LooseSprite obj, float localTimeForObj)
{
if ((double) localTimeForObj < (double) this._delay)
return;
if (this._duration == 0)
{
obj.CurrentOpacity = this._opacityTarget;
}
else
{
float t = localTimeForObj - this._delay;
if ((double) t > (double) this._duration)
t = (float) this._duration;
obj.CurrentOpacity = MathHelper.Lerp(obj.CurrentOpacity, this._opacityTarget, Utils.GetLerpValue(0.0f, (float) this._duration, t, true));
}
}
}
public class Wait :
Actions.Sprites.ISpriteAction,
ICreditsRollSegmentAction<Segments.LooseSprite>
{
private int _duration;
private float _delay;
public Wait(int durationInFrames) => this._duration = durationInFrames;
public void BindTo(Segments.LooseSprite obj)
{
}
public int ExpectedLengthOfActionInFrames => this._duration;
public void ApplyTo(Segments.LooseSprite obj, float localTimeForObj)
{
double delay = (double) this._delay;
}
public void SetDelay(float delay) => this._delay = delay;
}
}
}
}