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

92 lines
2.7 KiB
C#

// Decompiled with JetBrains decompiler
// Type: Terraria.GameContent.Drawing.WindGrid
// 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.GameContent.Drawing
{
public class WindGrid
{
private WindGrid.WindCoord[,] _grid = new WindGrid.WindCoord[1, 1];
private int _width = 1;
private int _height = 1;
private int _gameTime;
public void SetSize(int targetWidth, int targetHeight)
{
this._width = Math.Max(this._width, targetWidth);
this._height = Math.Max(this._height, targetHeight);
this.ResizeGrid();
}
public void Update()
{
++this._gameTime;
if (!Main.SettingsEnabled_TilesSwayInWind)
return;
this.ScanPlayers();
}
public void GetWindTime(
int tileX,
int tileY,
int timeThreshold,
out int windTimeLeft,
out int direction)
{
WindGrid.WindCoord windCoord = this._grid[tileX % this._width, tileY % this._height];
direction = windCoord.Direction;
if (windCoord.Time + timeThreshold < this._gameTime)
windTimeLeft = 0;
else
windTimeLeft = this._gameTime - windCoord.Time;
}
private void ResizeGrid()
{
if (this._width <= this._grid.GetLength(0) && this._height <= this._grid.GetLength(1))
return;
this._grid = new WindGrid.WindCoord[this._width, this._height];
}
private void SetWindTime(int tileX, int tileY, int direction)
{
this._grid[tileX % this._width, tileY % this._height].Time = this._gameTime;
this._grid[tileX % this._width, tileY % this._height].Direction = direction;
}
private void ScanPlayers()
{
switch (Main.netMode)
{
case 0:
this.ScanPlayer(Main.myPlayer);
break;
case 1:
for (int i = 0; i < (int) byte.MaxValue; ++i)
this.ScanPlayer(i);
break;
}
}
private void ScanPlayer(int i)
{
Player player = Main.player[i];
if (!player.active || player.dead || (double) player.velocity.X == 0.0 || !Utils.CenteredRectangle(Main.Camera.Center, Main.Camera.UnscaledSize).Intersects(player.Hitbox) || player.velocity.HasNaNs())
return;
int direction = Math.Sign(player.velocity.X);
foreach (Point point in Collision.GetTilesIn(player.TopLeft, player.BottomRight))
this.SetWindTime(point.X, point.Y, direction);
}
private struct WindCoord
{
public int Time;
public int Direction;
}
}
}