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

override void Terraria.GameContent.Skies.VortexSky.Update ( GameTime gameTime)
inline

Definition at line 49 of file VortexSky.cs.

50 {
51 if (_isActive)
52 {
53 _fadeOpacity = Math.Min(1f, 0.01f + _fadeOpacity);
54 }
55 else
56 {
57 _fadeOpacity = Math.Max(0f, _fadeOpacity - 0.01f);
58 }
59 if (_ticksUntilNextBolt <= 0)
60 {
62 int i;
63 for (i = 0; _bolts[i].IsAlive && i != _bolts.Length - 1; i++)
64 {
65 }
66 _bolts[i].IsAlive = true;
67 _bolts[i].Position.X = _random.NextFloat() * ((float)Main.maxTilesX * 16f + 4000f) - 2000f;
68 _bolts[i].Position.Y = _random.NextFloat() * 500f;
69 _bolts[i].Depth = _random.NextFloat() * 8f + 2f;
70 _bolts[i].Life = 30;
71 }
73 for (int j = 0; j < _bolts.Length; j++)
74 {
75 if (_bolts[j].IsAlive)
76 {
77 _bolts[j].Life--;
78 if (_bolts[j].Life <= 0)
79 {
80 _bolts[j].IsAlive = false;
81 }
82 }
83 }
84 }
static byte Min(byte val1, byte val2)
Definition Math.cs:912
static byte Max(byte val1, byte val2)
Definition Math.cs:738

References Terraria.GameContent.Skies.VortexSky._bolts, Terraria.GameContent.Skies.VortexSky._fadeOpacity, Terraria.GameContent.Skies.VortexSky._isActive, Terraria.GameContent.Skies.VortexSky._random, Terraria.GameContent.Skies.VortexSky._ticksUntilNextBolt, Terraria.GameContent.Skies.VortexSky.Bolt.Depth, Terraria.GameContent.Skies.VortexSky.Bolt.IsAlive, Terraria.GameContent.Skies.VortexSky.Bolt.Life, System.Math.Max(), Terraria.Main.maxTilesX, System.Math.Min(), Terraria.Utilities.UnifiedRandom.Next(), Terraria.GameContent.Skies.VortexSky.Bolt.Position, Microsoft.Xna.Framework.Vector2.X, and Microsoft.Xna.Framework.Vector2.Y.