52 float num5 = Main.GlobalTimeWrappedHourly * 0.02f % 1f;
130 info.SpriteBatch.End();
136 info.SpriteBatch.End();
179 if (info.DisplayOpacity != 0f)
186 _player.socialIgnoreLight =
true;
189 _player.opacityForAnimation *= info.DisplayOpacity;
210 _player.position = info.AnchorPositionOnScreen +
_anchorOffset;
211 _player.opacityForAnimation = 1f;
230 playerCountForMultiplayerDifficultyOverride = 1,
231 sizeScaleOverride =
null,
232 strengthMultiplierOverride = 1f
234 _npc.IsABestiaryIconDummy =
true;
260 _npc.Opacity *= info.DisplayOpacity;
346 info.SpriteBatch.End();
368 info.SpriteBatch.End();
405 drawData.position += info.AnchorPositionOnScreen +
_anchorOffset;
406 drawData.color *= _sprite.CurrentOpacity * info.DisplayOpacity;
static readonly BlendState AlphaBlend
static readonly DepthStencilState None
static readonly SamplerState LinearClamp
static float Clamp(float value, float min, float max)
void Add(TKey key, TValue value)
AnimationSegmentWithActions< T > With(IAnimationSegmentAction< T > act)
AnimationSegmentWithActions< T > Then(IAnimationSegmentAction< T > act)
AnimationSegmentWithActions(int targetTime)
void Draw(ref GameAnimationSegment info)
int _lastDedicatedTimeNeeded
float DedicatedTimeNeeded
List< IAnimationSegmentAction< T > > _actions
void Bind(IAnimationSegmentAction< T > act)
void ProcessActions(T obj, float localTimeForObject)
float DedicatedTimeNeeded
void Draw(ref GameAnimationSegment info)
EmoteSegment(int emoteId, int targetTime, int timeToPlay, Vector2 position, SpriteEffects drawEffect, Vector2 velocity=default(Vector2))
Rectangle GetFrame(int wrappedTime)
void Draw(ref GameAnimationSegment info)
LocalizedTextSegment(float timeInAnimation, LocalizedText textObject, Vector2 anchorOffset)
float DedicatedTimeNeeded
LocalizedTextSegment(float timeInAnimation, string textKey)
LooseSprite(DrawData data, Asset< Texture2D > asset)
DrawData _originalDrawData
Asset< Texture2D > _asset
Vector2 _normalizedOriginForHitbox
NPCSegment(int targetTime, int npcId, Vector2 anchorOffset, Vector2 normalizedNPCHitboxOrigin)
void ResetNPCAnimation(ref GameAnimationSegment info)
override void Bind(IAnimationSegmentAction< NPC > act)
override void Draw(ref GameAnimationSegment info)
void BeforeDrawing(ref GameAnimationSegment info)
void AfterDrawing(ref GameAnimationSegment info)
IShaderEffect _shaderEffect
PlayerSegment UseShaderEffect(IShaderEffect shaderEffect)
override void Draw(ref GameAnimationSegment info)
Vector2 _normalizedOriginForHitbox
void ResetPlayerAnimation(ref GameAnimationSegment info)
PlayerSegment(int targetTime, Vector2 anchorOffset, Vector2 normalizedHitboxOrigin)
override void Bind(IAnimationSegmentAction< Player > act)
void AfterDrawing(ref GameAnimationSegment info, ref DrawData drawData)
MaskedFadeEffect WithPanY(Panning panning)
readonly int _verticalFrameCount
MaskedFadeEffect(GetMatrixAction fetchMatrixMethod=null, string shaderKey="MaskedFade", int verticalFrameCount=1, int verticalFrameWait=1)
void BeforeDrawing(ref GameAnimationSegment info, ref DrawData drawData)
Matrix DefaultFetchMatrix()
delegate Matrix GetMatrixAction()
MaskedFadeEffect WithPanX(Panning panning)
GetMatrixAction _fetchMatrix
readonly int _verticalFrameWait
readonly string _shaderKey
void ResetSpriteAnimation(ref GameAnimationSegment info)
override void Bind(IAnimationSegmentAction< LooseSprite > act)
override void Draw(ref GameAnimationSegment info)
IShaderEffect _shaderEffect
SpriteSegment UseShaderEffect(IShaderEffect shaderEffect)
SpriteSegment(Asset< Texture2D > asset, int targetTime, DrawData data, Vector2 anchorOffset)
const float PixelsToRollUpPerFrame
static Asset< DynamicSpriteFont > DeathText
static Asset< Texture2D >[] Npc
static Asset< Texture2D >[] Extra
static TownNPCProfiles Instance
static readonly int EMOTE_SHEET_VERTICAL_FRAMES
static Dictionary< string, MiscShaderData > Misc
static LocalizedText GetText(string key)
static Matrix CurrentBackgroundMatrixForCreditsRoll
static Effect pixelShader
static IPlayerRenderer PlayerRenderer
static Vector2 screenPosition
static SamplerState DefaultSamplerState
static RasterizerState Rasterizer
static Microsoft.Xna.Framework.Color hslToRgb(Vector3 hslVector)
static Player LocalPlayer
static Dictionary< int, GameModeData > RegisteredGameModes
void SetDefaults(int Type, NPCSpawnParams spawnparams=default(NPCSpawnParams))
float opacityForAnimation
void ResetVisibleAccessories()
void CopyVisuals(Player other)
Vector2 fullRotationOrigin
static void DrawColorCodedStringShadow(SpriteBatch spriteBatch, DynamicSpriteFont font, TextSnippet[] snippets, Vector2 position, Color baseColor, float rotation, Vector2 origin, Vector2 baseScale, float maxWidth=-1f, float spread=2f)
static Vector2 DrawColorCodedString(SpriteBatch spriteBatch, DynamicSpriteFont font, TextSnippet[] snippets, Vector2 position, Color baseColor, float rotation, Vector2 origin, Vector2 baseScale, out int hoveredSnippet, float maxWidth, bool ignoreColors=false)
static float GetLerpValue(float from, float to, float t, bool clamped=false)
void AfterDrawing(ref GameAnimationSegment info)
void BeforeDrawing(ref GameAnimationSegment info)
void AfterDrawing(ref GameAnimationSegment info, ref DrawData drawData)
void BeforeDrawing(ref GameAnimationSegment info, ref DrawData drawData)
float GetPanAmount(float time)