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

134 lines
6.9 KiB
C#

// Decompiled with JetBrains decompiler
// Type: Terraria.GameContent.Skies.StardustSky
// 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 StardustSky : CustomSky
{
private UnifiedRandom _random = new UnifiedRandom();
private Asset<Texture2D> _planetTexture;
private Asset<Texture2D> _bgTexture;
private Asset<Texture2D>[] _starTextures;
private bool _isActive;
private StardustSky.Star[] _stars;
private float _fadeOpacity;
public override void OnLoad()
{
this._planetTexture = Main.Assets.Request<Texture2D>("Images/Misc/StarDustSky/Planet", (AssetRequestMode) 1);
this._bgTexture = Main.Assets.Request<Texture2D>("Images/Misc/StarDustSky/Background", (AssetRequestMode) 1);
this._starTextures = new Asset<Texture2D>[2];
for (int index = 0; index < this._starTextures.Length; ++index)
this._starTextures[index] = Main.Assets.Request<Texture2D>("Images/Misc/StarDustSky/Star " + (object) index, (AssetRequestMode) 1);
}
public override void Update(GameTime gameTime)
{
if (this._isActive)
this._fadeOpacity = Math.Min(1f, 0.01f + this._fadeOpacity);
else
this._fadeOpacity = Math.Max(0.0f, this._fadeOpacity - 0.01f);
}
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);
}
int num1 = -1;
int num2 = 0;
for (int index = 0; index < this._stars.Length; ++index)
{
float depth = this._stars[index].Depth;
if (num1 == -1 && (double) depth < (double) maxDepth)
num1 = index;
if ((double) depth > (double) minDepth)
num2 = index;
else
break;
}
if (num1 == -1)
return;
float num3 = 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 = num1; index < num2; ++index)
{
Vector2 vector2_4 = new Vector2(1f / this._stars[index].Depth, 1.1f / this._stars[index].Depth);
Vector2 position = (this._stars[index].Position - vector2_3) * vector2_4 + vector2_3 - Main.screenPosition;
if (rectangle.Contains((int) position.X, (int) position.Y))
{
float num4 = (float) Math.Sin((double) this._stars[index].AlphaFrequency * (double) Main.GlobalTimeWrappedHourly + (double) this._stars[index].SinOffset) * this._stars[index].AlphaAmplitude + this._stars[index].AlphaAmplitude;
float num5 = (float) (Math.Sin((double) this._stars[index].AlphaFrequency * (double) Main.GlobalTimeWrappedHourly * 5.0 + (double) this._stars[index].SinOffset) * 0.100000001490116 - 0.100000001490116);
float num6 = MathHelper.Clamp(num4, 0.0f, 1f);
Texture2D texture = this._starTextures[this._stars[index].TextureIndex].Value;
spriteBatch.Draw(texture, position, new Rectangle?(), Color.White * num3 * num6 * 0.8f * (1f - num5) * this._fadeOpacity, 0.0f, new Vector2((float) (texture.Width >> 1), (float) (texture.Height >> 1)), (float) (((double) vector2_4.X * 0.5 + 0.5) * ((double) num6 * 0.300000011920929 + 0.699999988079071)), 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;
int num1 = 200;
int num2 = 10;
this._stars = new StardustSky.Star[num1 * num2];
int index1 = 0;
for (int index2 = 0; index2 < num1; ++index2)
{
float num3 = (float) index2 / (float) num1;
for (int index3 = 0; index3 < num2; ++index3)
{
float num4 = (float) index3 / (float) num2;
this._stars[index1].Position.X = (float) ((double) num3 * (double) Main.maxTilesX * 16.0);
this._stars[index1].Position.Y = (float) ((double) num4 * (Main.worldSurface * 16.0 + 2000.0) - 1000.0);
this._stars[index1].Depth = (float) ((double) this._random.NextFloat() * 8.0 + 1.5);
this._stars[index1].TextureIndex = this._random.Next(this._starTextures.Length);
this._stars[index1].SinOffset = this._random.NextFloat() * 6.28f;
this._stars[index1].AlphaAmplitude = this._random.NextFloat() * 5f;
this._stars[index1].AlphaFrequency = this._random.NextFloat() + 1f;
++index1;
}
}
Array.Sort<StardustSky.Star>(this._stars, new Comparison<StardustSky.Star>(this.SortMethod));
}
private int SortMethod(StardustSky.Star meteor1, StardustSky.Star meteor2) => meteor2.Depth.CompareTo(meteor1.Depth);
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 Star
{
public Vector2 Position;
public float Depth;
public int TextureIndex;
public float SinOffset;
public float AlphaFrequency;
public float AlphaAmplitude;
}
}
}