3332 {
3334 {
3335 return;
3336 }
3337 for (
int i = 0;
i <
drawinfo.drawPlayer.beetleOrbs;
i++)
3338 {
3340 for (
int j = 0;
j < 5;
j++)
3341 {
3343 float num = (float)
j * 0.1f;
3344 num = 0.5f - num;
3345 colorArmorBody.R = (byte)((
float)(int)colorArmorBody.
R * num);
3346 colorArmorBody.G = (byte)((
float)(int)colorArmorBody.
G * num);
3347 colorArmorBody.B = (byte)((
float)(int)colorArmorBody.
B * num);
3348 colorArmorBody.A = (byte)((
float)(int)colorArmorBody.
A * num);
3350 item =
new DrawData(
TextureAssets.
Beetle.Value,
new Vector2((
int)(
drawinfo.Position.X - Main.screenPosition.X + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y - Main.screenPosition.Y + (
float)(
drawinfo.drawPlayer.height / 2))) +
drawinfo.drawPlayer.beetlePos[i] +
vector,
new Rectangle(0,
TextureAssets.
Beetle.Height() / 3 *
drawinfo.drawPlayer.beetleFrame + 1,
TextureAssets.
Beetle.Width(),
TextureAssets.
Beetle.Height() / 3 - 2), colorArmorBody, 0f,
new Vector2(
TextureAssets.
Beetle.Width() / 2,
TextureAssets.
Beetle.Height() / 6), 1f,
drawinfo.playerEffect);
3352 }
3353 item =
new DrawData(
TextureAssets.
Beetle.Value,
new Vector2((
int)(
drawinfo.Position.X - Main.screenPosition.X + (
float)(
drawinfo.drawPlayer.width / 2)), (
int)(
drawinfo.Position.Y - Main.screenPosition.Y + (
float)(
drawinfo.drawPlayer.height / 2))) +
drawinfo.drawPlayer.beetlePos[i],
new Rectangle(0,
TextureAssets.
Beetle.Height() / 3 *
drawinfo.drawPlayer.beetleFrame + 1,
TextureAssets.
Beetle.Width(),
TextureAssets.
Beetle.Height() / 3 - 2),
drawinfo.colorArmorBody, 0f,
new Vector2(
TextureAssets.
Beetle.Width() / 2,
TextureAssets.
Beetle.Height() / 6), 1f,
drawinfo.playerEffect);
3355 }
3356 }
void Add(TKey key, TValue value)
static Asset< Texture2D > Beetle