24 public Fade(
float opacityTarget)
30 public Fade(
float opacityTarget,
int duration)
47 if (localTimeForObj <
_delay)
56 float num = localTimeForObj -
_delay;
73 public Wait(
int durationInFrames)
84 if (!(localTimeForObj <
_delay))
115 if (!(localTimeForObj <
_delay))
157 if (!(localTimeForObj <
_delay))
159 float num = localTimeForObj -
_delay;
165 obj.position += vector;
169 obj.direction = ((_offsetPerFrame.X > 0f) ? 1 : (-1));
198 public Fade(
int alphaPerFrame,
int duration)
215 if (localTimeForObj <
_delay)
224 float num = localTimeForObj -
_delay;
243 public ShowItem(
int durationInFrames,
int itemIdToShow)
260 if (!(localTimeForObj <
_delay))
262 float num = localTimeForObj -
_delay;
269 obj.frameCounter = num;
278 if (
obj.ai[0] == 23f)
280 obj.frameCounter = 0.0;
315 if (!(localTimeForObj <
_delay))
317 float num = localTimeForObj -
_delay;
326 obj.direction = (obj.spriteDirection = ((_offsetPerFrame.X > 0f) ? 1 : (-1)));
362 if (!(localTimeForObj <
_delay))
364 float num = localTimeForObj -
_delay;
370 obj.position += vector;
374 obj.direction = (obj.spriteDirection = ((_offsetPerFrame.X > 0f) ? 1 : (-1)));
413 if (!(localTimeForObj <
_delay))
415 float num = localTimeForObj -
_delay;
421 obj.position += vector;
450 if (localTimeForObj <
_delay)
454 float num = localTimeForObj -
_delay;
473 obj.frameCounter = num3;
474 obj.frame.Y = num2 * frame.
Height;
486 public Wait(
int durationInFrames)
497 if (!(localTimeForObj <
_delay))
528 if (!(localTimeForObj <
_delay))
564 if (!(localTimeForObj <
_delay))
566 obj.direction = (obj.spriteDirection =
_direction);
582 obj.ForcePartyHatOn =
true;
583 obj.UpdateAltTexture();
633 obj.townNpcVariationIndex =
_variant;
673 if (!(localTimeForObj <
_delay))
675 float num = localTimeForObj -
_delay;
680 if ((
int)num % 60 / 4 <= 3)
711 public Fade(
float opacityTarget)
717 public Fade(
float opacityTarget,
int duration)
734 if (localTimeForObj <
_delay)
743 float num = localTimeForObj -
_delay;
785 if (localTimeForObj <
_delay)
794 float num = localTimeForObj -
_delay;
803 protected abstract float GetProgress(
float durationInFramesToApply);
814 : base(scaleTarget, duration)
818 protected override float GetProgress(
float durationInFramesToApply)
832 : base(scaleTarget, duration)
836 protected override float GetProgress(
float durationInFramesToApply)
840 return (
float)
Math.
Sqrt(1f - lerpValue * lerpValue);
852 public Wait(
int durationInFrames)
905 if (!(localTimeForObj <
_delay))
907 float num = localTimeForObj -
_delay;
913 obj.CurrentDrawData.position += vector;
933 public SetFrame(
int frameX,
int frameY,
int paddingX = 2,
int paddingY = 2)
952 if (!(localTimeForObj <
_delay))
957 obj.CurrentDrawData.sourceRect =
value;
981 : this(frameIndices, timePerFrame, paddingX, paddingY)
1007 if (localTimeForObj <
_delay)
1024 float num3 = localTimeForObj -
_delay;
1032 num = _frameIndices.Length - 1;
1036 value.X = (value.Width +
_paddingX) * point.
X;
1037 value.Y = (value.Height +
_paddingY) * point.
Y;
1038 obj.CurrentDrawData.sourceRect =
value;
static float Lerp(float value1, float value2, float amount)
static double Sqrt(double d)
void SetDelay(float delay)
void ApplyTo(NPC obj, float localTimeForObj)
Blink(int durationInFrames)
int ExpectedLengthOfActionInFrames
void SetDelay(float delay)
int ExpectedLengthOfActionInFrames
DoBunnyRestAnimation(int durationInFrames)
void ApplyTo(NPC obj, float localTimeForObj)
int ExpectedLengthOfActionInFrames
void ApplyTo(NPC obj, float localTimeForObj)
Fade(int alphaPerFrame, int duration)
void SetDelay(float delay)
ForceAltTexture(int altTexture)
void ApplyTo(NPC obj, float localTimeForObj)
int ExpectedLengthOfActionInFrames
void SetDelay(float delay)
int ExpectedLengthOfActionInFrames
void SetDelay(float delay)
void ApplyTo(NPC obj, float localTimeForObj)
int ExpectedLengthOfActionInFrames
void ApplyTo(NPC obj, float localTimeForObj)
Vector2 _accelerationPerFrame
void SetDelay(float delay)
MoveWithAcceleration(Vector2 offsetPerFrame, Vector2 accelerationPerFrame, int durationInFrames)
MoveWithRotor(Vector2 radialOffset, float rotationPerFrame, Vector2 resultMultiplier, int durationInFrames)
void ApplyTo(NPC obj, float localTimeForObj)
Vector2 _resultMultiplier
void SetDelay(float delay)
int ExpectedLengthOfActionInFrames
Move(Vector2 offsetPerFrame, int durationInFrames)
void SetDelay(float delay)
void ApplyTo(NPC obj, float localTimeForObj)
int ExpectedLengthOfActionInFrames
void SetDelay(float delay)
int ExpectedLengthOfActionInFrames
void ApplyTo(NPC obj, float localTimeForObj)
void SetDelay(float delay)
void ApplyTo(NPC obj, float localTimeForObj)
int ExpectedLengthOfActionInFrames
void FixNPCIfWasHoldingItem(NPC obj)
ShowItem(int durationInFrames, int itemIdToShow)
void ApplyTo(NPC obj, float localTimeForObj)
int ExpectedLengthOfActionInFrames
void SetDelay(float delay)
int ExpectedLengthOfActionInFrames
void SetDelay(float delay)
void ApplyTo(NPC obj, float localTimeForObj)
Wait(int durationInFrames)
ZombieKnockOnDoor(int durationInFrames)
int ExpectedLengthOfActionInFrames
void SetDelay(float delay)
void ApplyTo(NPC obj, float localTimeForObj)
int ExpectedLengthOfActionInFrames
void ApplyTo(Player obj, float localTimeForObj)
void SetDelay(float delay)
Fade(float opacityTarget)
Fade(float opacityTarget, int duration)
void SetDelay(float delay)
void ApplyTo(Player obj, float localTimeForObj)
int ExpectedLengthOfActionInFrames
MoveWithAcceleration(Vector2 offsetPerFrame, Vector2 accelerationPerFrame, int durationInFrames)
void SetDelay(float delay)
int ExpectedLengthOfActionInFrames
Vector2 _accelerationPerFrame
void ApplyTo(Player obj, float localTimeForObj)
void ApplyTo(Player obj, float localTimeForObj)
void SetDelay(float delay)
int ExpectedLengthOfActionInFrames
Wait(int durationInFrames)
float GetProgress(float durationInFramesToApply)
AScale(Vector2 scaleTarget)
AScale(Vector2 scaleTarget, int duration)
void ApplyTo(Segments.LooseSprite obj, float localTimeForObj)
void BindTo(Segments.LooseSprite obj)
int ExpectedLengthOfActionInFrames
void SetDelay(float delay)
void ApplyTo(Segments.LooseSprite obj, float localTimeForObj)
Fade(float opacityTarget)
void SetDelay(float delay)
void BindTo(Segments.LooseSprite obj)
int ExpectedLengthOfActionInFrames
Fade(float opacityTarget, int duration)
override float GetProgress(float durationInFramesToApply)
LinearScale(Vector2 scaleTarget)
LinearScale(Vector2 scaleTarget, int duration)
override float GetProgress(float durationInFramesToApply)
OutCircleScale(Vector2 scaleTarget)
OutCircleScale(Vector2 scaleTarget, int duration)
int ExpectedLengthOfActionInFrames
void SetDelay(float delay)
void BindTo(Segments.LooseSprite obj)
SetFrameSequence(Point[] frameIndices, int timePerFrame, int paddingX=2, int paddingY=2)
void ApplyTo(Segments.LooseSprite obj, float localTimeForObj)
SetFrameSequence(int duration, Point[] frameIndices, int timePerFrame, int paddingX=2, int paddingY=2)
int ExpectedLengthOfActionInFrames
void SetDelay(float delay)
void ApplyTo(Segments.LooseSprite obj, float localTimeForObj)
void BindTo(Segments.LooseSprite obj)
SetFrame(int frameX, int frameY, int paddingX=2, int paddingY=2)
int ExpectedLengthOfActionInFrames
void BindTo(Segments.LooseSprite obj)
void SetDelay(float delay)
SimulateGravity(Vector2 initialVelocity, Vector2 gravityPerFrame, float rotationPerFrame, int duration)
void ApplyTo(Segments.LooseSprite obj, float localTimeForObj)
void BindTo(Segments.LooseSprite obj)
void SetDelay(float delay)
void ApplyTo(Segments.LooseSprite obj, float localTimeForObj)
Wait(int durationInFrames)
int ExpectedLengthOfActionInFrames
static float GetLerpValue(float from, float to, float t, bool clamped=false)
static Vector2 Lerp(Vector2 value1, Vector2 value2, float amount)