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

void Terraria.GameContent.Skies.LanternSky.GenerateLanterns ( bool onlyMissing)
inlineprivate

Definition at line 83 of file LanternSky.cs.

84 {
85 if (!onlyMissing)
86 {
87 _lanterns = new Lantern[Main.maxTilesY / 4];
88 }
89 for (int i = 0; i < _lanterns.Length; i++)
90 {
91 if (!onlyMissing || !_lanterns[i].Active)
92 {
93 int num = (int)((double)Main.screenPosition.Y * 0.7 - (double)Main.screenHeight);
94 int minValue = (int)((double)num - Main.worldSurface * 16.0);
95 _lanterns[i].Position = new Vector2(_random.Next(0, Main.maxTilesX) * 16, _random.Next(minValue, num));
96 ResetLantern(i);
97 _lanterns[i].Active = true;
98 }
99 }
101 }

References Terraria.GameContent.Skies.LanternSky._lanterns, Terraria.GameContent.Skies.LanternSky._lanternsDrawing, Terraria.GameContent.Skies.LanternSky._random, Terraria.GameContent.Skies.LanternSky.Lantern.Active, Terraria.Graphics.Effects.Active, Terraria.Main.maxTilesX, Terraria.Utilities.UnifiedRandom.Next(), Terraria.GameContent.Skies.LanternSky.Lantern.Position, Terraria.GameContent.Skies.LanternSky.ResetLantern(), Terraria.Main.screenHeight, and Microsoft.Xna.Framework.Graphics.Vector2.

Referenced by Terraria.GameContent.Skies.LanternSky.Activate(), and Terraria.GameContent.Skies.LanternSky.OnLoad().