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

120 lines
4.1 KiB
C#

// Decompiled with JetBrains decompiler
// Type: Terraria.Entity
// 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 System;
namespace Terraria
{
public abstract class Entity
{
public int whoAmI;
public bool active;
public Vector2 position;
public Vector2 velocity;
public Vector2 oldPosition;
public Vector2 oldVelocity;
public int oldDirection;
public int direction = 1;
public int width;
public int height;
public bool wet;
public bool honeyWet;
public byte wetCount;
public bool lavaWet;
public virtual Vector2 VisualPosition => this.position;
public float AngleTo(Vector2 Destination) => (float) Math.Atan2((double) Destination.Y - (double) this.Center.Y, (double) Destination.X - (double) this.Center.X);
public float AngleFrom(Vector2 Source) => (float) Math.Atan2((double) this.Center.Y - (double) Source.Y, (double) this.Center.X - (double) Source.X);
public float Distance(Vector2 Other) => Vector2.Distance(this.Center, Other);
public float DistanceSQ(Vector2 Other) => Vector2.DistanceSquared(this.Center, Other);
public Vector2 DirectionTo(Vector2 Destination) => Vector2.Normalize(Destination - this.Center);
public Vector2 DirectionFrom(Vector2 Source) => Vector2.Normalize(this.Center - Source);
public bool WithinRange(Vector2 Target, float MaxRange) => (double) Vector2.DistanceSquared(this.Center, Target) <= (double) MaxRange * (double) MaxRange;
public Vector2 Center
{
get => new Vector2(this.position.X + (float) (this.width / 2), this.position.Y + (float) (this.height / 2));
set => this.position = new Vector2(value.X - (float) (this.width / 2), value.Y - (float) (this.height / 2));
}
public Vector2 Left
{
get => new Vector2(this.position.X, this.position.Y + (float) (this.height / 2));
set => this.position = new Vector2(value.X, value.Y - (float) (this.height / 2));
}
public Vector2 Right
{
get => new Vector2(this.position.X + (float) this.width, this.position.Y + (float) (this.height / 2));
set => this.position = new Vector2(value.X - (float) this.width, value.Y - (float) (this.height / 2));
}
public Vector2 Top
{
get => new Vector2(this.position.X + (float) (this.width / 2), this.position.Y);
set => this.position = new Vector2(value.X - (float) (this.width / 2), value.Y);
}
public Vector2 TopLeft
{
get => this.position;
set => this.position = value;
}
public Vector2 TopRight
{
get => new Vector2(this.position.X + (float) this.width, this.position.Y);
set => this.position = new Vector2(value.X - (float) this.width, value.Y);
}
public Vector2 Bottom
{
get => new Vector2(this.position.X + (float) (this.width / 2), this.position.Y + (float) this.height);
set => this.position = new Vector2(value.X - (float) (this.width / 2), value.Y - (float) this.height);
}
public Vector2 BottomLeft
{
get => new Vector2(this.position.X, this.position.Y + (float) this.height);
set => this.position = new Vector2(value.X, value.Y - (float) this.height);
}
public Vector2 BottomRight
{
get => new Vector2(this.position.X + (float) this.width, this.position.Y + (float) this.height);
set => this.position = new Vector2(value.X - (float) this.width, value.Y - (float) this.height);
}
public Vector2 Size
{
get => new Vector2((float) this.width, (float) this.height);
set
{
this.width = (int) value.X;
this.height = (int) value.Y;
}
}
public Rectangle Hitbox
{
get => new Rectangle((int) this.position.X, (int) this.position.Y, this.width, this.height);
set
{
this.position = new Vector2((float) value.X, (float) value.Y);
this.width = value.Width;
this.height = value.Height;
}
}
}
}