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

122 lines
5.9 KiB
C#

// 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<Texture2D> _planetTexture;
private Asset<Texture2D> _bgTexture;
private Asset<Texture2D> _boltTexture;
private Asset<Texture2D> _flashTexture;
private bool _isActive;
private int _ticksUntilNextBolt;
private float _fadeOpacity;
private VortexSky.Bolt[] _bolts;
public override void OnLoad()
{
this._planetTexture = Main.Assets.Request<Texture2D>("Images/Misc/VortexSky/Planet", (AssetRequestMode) 1);
this._bgTexture = Main.Assets.Request<Texture2D>("Images/Misc/VortexSky/Background", (AssetRequestMode) 1);
this._boltTexture = Main.Assets.Request<Texture2D>("Images/Misc/VortexSky/Bolt", (AssetRequestMode) 1);
this._flashTexture = Main.Assets.Request<Texture2D>("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;
}
}
}