Terraria v1.4.4.9
Terraria source code documentation
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◆ PlaySegment_PrincessAndEveryoneThanksPlayer()

SegmentInforReport Terraria.GameContent.Skies.CreditsRoll.CreditsRollComposer.PlaySegment_PrincessAndEveryoneThanksPlayer ( int startTime,
Vector2 sceneAnchorPosition )
inlineprivate

Definition at line 169 of file CreditsRollComposer.cs.

170 {
171 sceneAnchorPosition.Y += 40f;
172 int num = -2;
173 int num2 = 2;
174 List<int> list = new List<int> { 228, 178, 550, 208, 160, 209 };
175 List<int> list2 = new List<int> { 353, 633, 207, 588, 227, 368 };
176 List<int> list3 = new List<int> { 22, 19, 18, 17, 38, 54, 108 };
177 List<int> list4 = new List<int> { 663, 20, 441, 107, 124, 229, 369 };
179 for (int i = 0; i < list.Count; i++)
180 {
181 int npcType = list[i];
182 list5.Add(new SimplifiedNPCInfo(npcType, new Vector2(num - i, -1f)));
183 }
184 for (int j = 0; j < list3.Count; j++)
185 {
186 int npcType2 = list3[j];
187 list5.Add(new SimplifiedNPCInfo(npcType2, new Vector2((float)(num - j) + 0.5f, 0f)));
188 }
189 for (int k = 0; k < list2.Count; k++)
190 {
191 int npcType3 = list2[k];
192 list5.Add(new SimplifiedNPCInfo(npcType3, new Vector2(num2 + k, -1f)));
193 }
194 for (int l = 0; l < list4.Count; l++)
195 {
196 int npcType4 = list4[l];
197 list5.Add(new SimplifiedNPCInfo(npcType4, new Vector2((float)(num2 + l) - 0.5f, 0f)));
198 }
199 int num3 = 240;
200 int num4 = 400;
201 int num5 = num4 + num3;
202 Asset<Texture2D> val = TextureAssets.Extra[241];
203 Rectangle rectangle = val.Frame();
204 DrawData data = new DrawData(val.Value, Vector2.Zero, rectangle, Color.White, 0f, rectangle.Size() * new Vector2(0.5f, 1f) + new Vector2(0f, -92f), 1f, SpriteEffects.None);
206 .Then(new Actions.Sprites.Fade(0f, 85));
208 foreach (SimplifiedNPCInfo item3 in list5)
209 {
211 }
212 float num6 = 3f;
213 float num7 = -0.05f;
214 int num8 = 60;
215 float num9 = num6 * (float)num8 + num7 * ((float)(num8 * num8) * 0.5f);
216 int num10 = startTime + num3;
217 int num11 = 51;
219 .With(new Actions.Players.Fade(1f, num8))
220 .Then(new Actions.Players.Wait(num4 / 2))
221 .With(new Actions.Players.MoveWithAcceleration(new Vector2(0f, num6), new Vector2(0f, num7), num8))
222 .Then(new Actions.Players.Wait(num4 / 2 - 60))
223 .With(new Actions.Players.LookAt(-1))
224 .Then(new Actions.Players.Wait(120))
225 .With(new Actions.Players.LookAt(1))
226 .Then(new Actions.Players.Fade(0f, 85));
228 SegmentInforReport result = default(SegmentInforReport);
229 result.totalTime = num5 + 85 + 60;
230 return result;
231 }
void Add(TKey key, TValue value)
AnimationSegmentWithActions< T > Then(IAnimationSegmentAction< T > act)
Definition Segments.cs:94
PlayerSegment UseShaderEffect(IShaderEffect shaderEffect)
Definition Segments.cs:159
void AddWavingNPC(int npcType, Vector2 sceneAnchoePosition, int lookDirection, int fromTime, int duration, int timeToJumpAt)

References Terraria.GameContent.Skies.CreditsRoll.CreditsRollComposer._originAtBottom, Terraria.GameContent.Skies.CreditsRoll.CreditsRollComposer._segments, System.Collections.Generic.List< T >.Add(), System.Collections.Generic.Dictionary< TKey, TValue >.Add(), Terraria.GameContent.Skies.CreditsRoll.CreditsRollComposer.AddWavingNPC(), System.Collections.Generic.Dictionary< TKey, TValue >.Count, Terraria.GameContent.TextureAssets.Extra, System.item, System.list, Terraria.GameContent.Animations.Segments.AnimationSegmentWithActions< T >.Then(), Terraria.GameContent.Animations.Segments.PlayerSegment.UseShaderEffect(), Microsoft.Xna.Framework.Graphics.Vector2, Microsoft.Xna.Framework.Color.White, and Microsoft.Xna.Framework.Vector2.Zero.

Referenced by Terraria.GameContent.Skies.CreditsRoll.CreditsRollComposer.FillSegments(), and Terraria.GameContent.Skies.CreditsRoll.CreditsRollComposer.FillSegments_Test().