67 lines
2.6 KiB
C#
67 lines
2.6 KiB
C#
// Decompiled with JetBrains decompiler
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// Type: Terraria.GameContent.Dyes.ReflectiveArmorShaderData
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// Assembly: Terraria, Version=1.4.0.5, Culture=neutral, PublicKeyToken=null
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// MVID: 67F9E73E-0A81-4937-A22C-5515CD405A83
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// Assembly location: C:\Users\mikeyisbaeyt\Downloads\depotdownloader-2.4.5\depots\105601\6707058\Terraria.exe
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Terraria.DataStructures;
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using Terraria.Graphics.Shaders;
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namespace Terraria.GameContent.Dyes
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{
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public class ReflectiveArmorShaderData : ArmorShaderData
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{
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public ReflectiveArmorShaderData(Ref<Effect> shader, string passName)
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: base(shader, passName)
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{
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}
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public override void Apply(Entity entity, DrawData? drawData)
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{
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if (entity == null)
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{
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this.Shader.Parameters["uLightSource"].SetValue(Vector3.Zero);
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}
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else
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{
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float num1 = 0.0f;
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if (drawData.HasValue)
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num1 = drawData.Value.rotation;
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Vector2 position = entity.position;
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float width = (float) entity.width;
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float height = (float) entity.height;
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Vector2 vector2_1 = new Vector2(width, height) * 0.1f;
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Vector2 vector2_2 = position + vector2_1;
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float x = width * 0.8f;
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float y = height * 0.8f;
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Vector3 subLight1 = Lighting.GetSubLight(vector2_2 + new Vector2(x * 0.5f, 0.0f));
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Vector3 subLight2 = Lighting.GetSubLight(vector2_2 + new Vector2(0.0f, y * 0.5f));
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Vector3 subLight3 = Lighting.GetSubLight(vector2_2 + new Vector2(x, y * 0.5f));
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Vector3 subLight4 = Lighting.GetSubLight(vector2_2 + new Vector2(x * 0.5f, y));
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float num2 = subLight1.X + subLight1.Y + subLight1.Z;
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float num3 = subLight2.X + subLight2.Y + subLight2.Z;
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float num4 = subLight3.X + subLight3.Y + subLight3.Z;
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float num5 = subLight4.X + subLight4.Y + subLight4.Z;
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Vector2 spinningpoint = new Vector2(num4 - num3, num5 - num2);
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if ((double) spinningpoint.Length() > 1.0)
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{
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float num6 = 1f;
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spinningpoint /= num6;
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}
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if (entity.direction == -1)
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spinningpoint.X *= -1f;
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spinningpoint = spinningpoint.RotatedBy(-(double) num1);
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Vector3 vector3 = new Vector3(spinningpoint, (float) (1.0 - ((double) spinningpoint.X * (double) spinningpoint.X + (double) spinningpoint.Y * (double) spinningpoint.Y)));
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vector3.X *= 2f;
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vector3.Y -= 0.15f;
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vector3.Y *= 2f;
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vector3.Normalize();
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vector3.Z *= 0.6f;
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this.Shader.Parameters["uLightSource"].SetValue(vector3);
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}
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base.Apply(entity, drawData);
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}
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}
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}
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