terraria-source-code/CombatText.cs
2021-10-26 12:45:26 -04:00

186 lines
6.5 KiB
C#

// Decompiled with JetBrains decompiler
// Type: Terraria.CombatText
// 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 Terraria.GameContent;
namespace Terraria
{
public class CombatText
{
public static readonly Color DamagedFriendly = new Color((int) byte.MaxValue, 80, 90, (int) byte.MaxValue);
public static readonly Color DamagedFriendlyCrit = new Color((int) byte.MaxValue, 100, 30, (int) byte.MaxValue);
public static readonly Color DamagedHostile = new Color((int) byte.MaxValue, 160, 80, (int) byte.MaxValue);
public static readonly Color DamagedHostileCrit = new Color((int) byte.MaxValue, 100, 30, (int) byte.MaxValue);
public static readonly Color OthersDamagedHostile = CombatText.DamagedHostile * 0.4f;
public static readonly Color OthersDamagedHostileCrit = CombatText.DamagedHostileCrit * 0.4f;
public static readonly Color HealLife = new Color(100, (int) byte.MaxValue, 100, (int) byte.MaxValue);
public static readonly Color HealMana = new Color(100, 100, (int) byte.MaxValue, (int) byte.MaxValue);
public static readonly Color LifeRegen = new Color((int) byte.MaxValue, 60, 70, (int) byte.MaxValue);
public static readonly Color LifeRegenNegative = new Color((int) byte.MaxValue, 140, 40, (int) byte.MaxValue);
public Vector2 position;
public Vector2 velocity;
public float alpha;
public int alphaDir = 1;
public string text = "";
public float scale = 1f;
public float rotation;
public Color color;
public bool active;
public int lifeTime;
public bool crit;
public bool dot;
public static int NewText(
Rectangle location,
Color color,
int amount,
bool dramatic = false,
bool dot = false)
{
return CombatText.NewText(location, color, amount.ToString(), dramatic, dot);
}
public static int NewText(
Rectangle location,
Color color,
string text,
bool dramatic = false,
bool dot = false)
{
if (Main.netMode == 2)
return 100;
for (int index1 = 0; index1 < 100; ++index1)
{
if (!Main.combatText[index1].active)
{
int index2 = 0;
if (dramatic)
index2 = 1;
Vector2 vector2 = FontAssets.CombatText[index2].Value.MeasureString(text);
Main.combatText[index1].alpha = 1f;
Main.combatText[index1].alphaDir = -1;
Main.combatText[index1].active = true;
Main.combatText[index1].scale = 0.0f;
Main.combatText[index1].rotation = 0.0f;
Main.combatText[index1].position.X = (float) ((double) location.X + (double) location.Width * 0.5 - (double) vector2.X * 0.5);
Main.combatText[index1].position.Y = (float) ((double) location.Y + (double) location.Height * 0.25 - (double) vector2.Y * 0.5);
Main.combatText[index1].position.X += (float) Main.rand.Next(-(int) ((double) location.Width * 0.5), (int) ((double) location.Width * 0.5) + 1);
Main.combatText[index1].position.Y += (float) Main.rand.Next(-(int) ((double) location.Height * 0.5), (int) ((double) location.Height * 0.5) + 1);
Main.combatText[index1].color = color;
Main.combatText[index1].text = text;
Main.combatText[index1].velocity.Y = -7f;
if ((double) Main.player[Main.myPlayer].gravDir == -1.0)
{
Main.combatText[index1].velocity.Y *= -1f;
Main.combatText[index1].position.Y = (float) ((double) location.Y + (double) location.Height * 0.75 + (double) vector2.Y * 0.5);
}
Main.combatText[index1].lifeTime = 60;
Main.combatText[index1].crit = dramatic;
Main.combatText[index1].dot = dot;
if (dramatic)
{
Main.combatText[index1].text = text;
Main.combatText[index1].lifeTime *= 2;
Main.combatText[index1].velocity.Y *= 2f;
Main.combatText[index1].velocity.X = (float) Main.rand.Next(-25, 26) * 0.05f;
Main.combatText[index1].rotation = (float) (Main.combatText[index1].lifeTime / 2) * (1f / 500f);
if ((double) Main.combatText[index1].velocity.X < 0.0)
Main.combatText[index1].rotation *= -1f;
}
if (dot)
{
Main.combatText[index1].velocity.Y = -4f;
Main.combatText[index1].lifeTime = 40;
}
return index1;
}
}
return 100;
}
public static void clearAll()
{
for (int index = 0; index < 100; ++index)
Main.combatText[index].active = false;
}
public static float TargetScale => 1f;
public void Update()
{
if (!this.active)
return;
float targetScale = CombatText.TargetScale;
this.alpha += (float) this.alphaDir * 0.05f;
if ((double) this.alpha <= 0.6)
this.alphaDir = 1;
if ((double) this.alpha >= 1.0)
{
this.alpha = 1f;
this.alphaDir = -1;
}
if (this.dot)
{
this.velocity.Y += 0.15f;
}
else
{
this.velocity.Y *= 0.92f;
if (this.crit)
this.velocity.Y *= 0.92f;
}
this.velocity.X *= 0.93f;
this.position += this.velocity;
--this.lifeTime;
if (this.lifeTime <= 0)
{
this.scale -= 0.1f * targetScale;
if ((double) this.scale < 0.1)
this.active = false;
this.lifeTime = 0;
if (!this.crit)
return;
this.alphaDir = -1;
this.scale += 0.07f * targetScale;
}
else
{
if (this.crit)
{
if ((double) this.velocity.X < 0.0)
this.rotation += 1f / 1000f;
else
this.rotation -= 1f / 1000f;
}
if (this.dot)
{
this.scale += 0.5f * targetScale;
if ((double) this.scale <= 0.8 * (double) targetScale)
return;
this.scale = 0.8f * targetScale;
}
else
{
if ((double) this.scale < (double) targetScale)
this.scale += 0.1f * targetScale;
if ((double) this.scale <= (double) targetScale)
return;
this.scale = targetScale;
}
}
}
public static void UpdateCombatText()
{
for (int index = 0; index < 100; ++index)
{
if (Main.combatText[index].active)
Main.combatText[index].Update();
}
}
}
}