494 {
496 {
497 return;
498 }
501 bool drawToolAllowActuators =
Settings.DrawToolAllowActuators;
502 if (!drawToolAllowActuators)
503 {
505 {
506 vector +=
new Vector2(-20f, 10f);
507 }
508 else
509 {
510 vector +=
new Vector2(0f, 10f);
511 }
512 }
518 float num = 1f;
519 float scale = 1f;
520 bool flag = false;
521 if (flag && !drawToolAllowActuators)
522 {
523 num *= Main.cursorScale;
524 }
527 {
528 num2 *= Main.GamepadCursorAlpha;
529 }
530 for (
int i = 0;
i < 5;
i++)
531 {
532 if (!drawToolAllowActuators && i == 4)
533 {
534 continue;
535 }
536 float num3 = num2;
537 Vector2 vec = vector + Vector2.UnitX * (45f * ((float)i - 1.5f));
539 if (i == 0)
540 {
541 num4 = 3;
542 }
543 if (i == 1)
544 {
545 num4 = 2;
546 }
547 if (i == 2)
548 {
549 num4 = 1;
550 }
551 if (i == 3)
552 {
553 num4 = 0;
554 }
555 if (i == 4)
556 {
557 num4 = 5;
558 }
559 int num5 = num4;
560 switch (num5)
561 {
562 case 2:
563 num5 = 1;
564 break;
565 case 1:
566 num5 = 2;
567 break;
568 }
569 bool flag2 =
Settings.ToolMode.HasFlag((
Settings.MultiToolMode)(1 << num5));
570 if (num5 == 5)
571 {
573 }
575 switch (num4)
576 {
577 case 0:
578 color2 =
new Color(253, 58, 61);
579 break;
580 case 1:
581 color2 =
new Color(83, 180, 253);
582 break;
583 case 2:
584 color2 =
new Color(83, 253, 153);
585 break;
586 case 3:
587 color2 =
new Color(253, 254, 83);
588 break;
589 case 5:
591 break;
592 }
593 if (!flag2)
594 {
596 }
597 if (flag)
598 {
599 if (drawToolAllowActuators)
600 {
601 switch (num4)
602 {
603 case 0:
604 vec = vector +
new Vector2(-12f, 0f) * num;
605 break;
606 case 3:
607 vec = vector +
new Vector2(12f, 0f) * num;
608 break;
609 case 1:
610 vec = vector +
new Vector2(-6f, 12f) * num;
611 break;
612 case 2:
613 vec = vector +
new Vector2(6f, 12f) * num;
614 break;
615 case 5:
616 vec = vector +
new Vector2(0f, 0f) * num;
617 break;
618 }
619 }
620 else
621 {
622 vec = vector +
new Vector2(12 * (num4 + 1), 12 * (3 - num4)) * num;
623 }
624 }
625 else if (drawToolAllowActuators)
626 {
627 switch (num4)
628 {
629 case 0:
630 vec = vector +
new Vector2(-12f, 0f) * num;
631 break;
632 case 3:
633 vec = vector +
new Vector2(12f, 0f) * num;
634 break;
635 case 1:
636 vec = vector +
new Vector2(-6f, 12f) * num;
637 break;
638 case 2:
639 vec = vector +
new Vector2(6f, 12f) * num;
640 break;
641 case 5:
642 vec = vector +
new Vector2(0f, 0f) * num;
643 break;
644 }
645 }
646 else
647 {
648 float num6 = 0.7f;
649 switch (num4)
650 {
651 case 0:
652 vec = vector +
new Vector2(0f, -12f) * num * num6;
653 break;
654 case 3:
655 vec = vector +
new Vector2(12f, 0f) * num * num6;
656 break;
657 case 1:
658 vec = vector +
new Vector2(-12f, 0f) * num * num6;
659 break;
660 case 2:
661 vec = vector +
new Vector2(0f, 12f) * num * num6;
662 break;
663 }
664 }
665 vec = vec.Floor();
666 spriteBatch.
Draw(texture, vec, rectangle3, color * num3, 0f, rectangle3.Size() / 2f, scale,
SpriteEffects.None, 0f);
667 spriteBatch.
Draw(
value, vec, rectangle, color2 * num3, 0f, rectangle.Size() / 2f, scale,
SpriteEffects.None, 0f);
669 {
670 spriteBatch.
Draw(
value, vec, rectangle2, color * num3, 0f, rectangle2.Size() / 2f, scale,
SpriteEffects.None, 0f);
671 }
672 }
673 }
void Draw(Texture2D texture, Vector2 position, Color color)
static Color Lerp(Color value1, Color value2, float amount)