79 int num = SourceRectangle.Height / 2;
80 float t = vector.Y + (float)num;
191 Effects = ((!(Main.WindForVisuals > 0f)) ? SpriteEffects.FlipHorizontally :
SpriteEffects.None);
195 Position.X = virtualCamera.Position.X + virtualCamera.Size.X + (float)num;
199 Position.X = virtualCamera.Position.X - (float)num;
236 Effects = ((!(Main.WindForVisuals > 0f)) ? SpriteEffects.FlipHorizontally :
SpriteEffects.None);
240 Position.X = virtualCamera.Position.X + virtualCamera.Size.X + (float)num;
244 Position.X = virtualCamera.Position.X - (float)num;
258 for (
int i = 0; i <
num2; i++)
280 Effects = ((!(Main.WindForVisuals > 0f)) ? SpriteEffects.FlipHorizontally :
SpriteEffects.None);
294 Effects = ((!(Main.WindForVisuals > 0f)) ? SpriteEffects.FlipHorizontally :
SpriteEffects.None);
298 Position.X = virtualCamera.Position.X + virtualCamera.Size.X + (float)num;
302 Position.X = virtualCamera.Position.X - (float)num;
343 Effects = ((!(Main.WindForVisuals > 0f)) ? SpriteEffects.FlipHorizontally :
SpriteEffects.None);
347 Position.X = virtualCamera.Position.X + virtualCamera.Size.X + (float)num;
351 Position.X = virtualCamera.Position.X - (float)num;
394 Effects = ((!(Main.WindForVisuals > 0f)) ? SpriteEffects.FlipHorizontally :
SpriteEffects.None);
398 Position.X = virtualCamera.Position.X + virtualCamera.Size.X + (float)num;
402 Position.X = virtualCamera.Position.X - (float)num;
447 Effects = ((!(Main.WindForVisuals > 0f)) ? SpriteEffects.FlipHorizontally :
SpriteEffects.None);
451 Position.X = virtualCamera.Position.X + virtualCamera.Size.X + (float)num;
455 Position.X = virtualCamera.Position.X - (float)num;
499 Effects = ((!(Main.WindForVisuals > 0f)) ? SpriteEffects.FlipHorizontally :
SpriteEffects.None);
503 Position.X = virtualCamera.Position.X + virtualCamera.Size.X + (float)num;
507 Position.X = virtualCamera.Position.X - (float)num;
522 for (
int i = 0; i <
num2; i++)
533 float x = 4f * (float)((Effects !=
SpriteEffects.FlipHorizontally) ? 1 : (-1));
573 vector.X = virtualCamera.Position.X + virtualCamera.Size.X + (float)num;
577 vector.X = virtualCamera.Position.X - (float)num;
581 int num5 = random.
Next(30, 61) * 60;
584 for (
int i = 0; i <
num2; i++)
587 seagullsGroupSkyEntity.Depth =
num4 + random.
NextFloat() * 0.5f;
591 seagullsGroupSkyEntity.LifeTime =
num5 + random.
Next(301);
612 Effects = ((!(Main.WindForVisuals > 0f)) ? SpriteEffects.FlipHorizontally :
SpriteEffects.None);
616 Position.X = virtualCamera.Position.X + virtualCamera.Size.X + (float)num;
620 Position.X = virtualCamera.Position.X - (float)num;
680 vector.X = virtualCamera.Position.X + virtualCamera.Size.X + (float)num;
684 vector.X = virtualCamera.Position.X - (float)num;
688 int num4 = random.
Next(30, 61) * 60;
691 for (
int i = 0; i <
num2; i++)
694 gastropodGroupSkyEntity.Depth =
num3 + random.
NextFloat() * 0.5f;
698 gastropodGroupSkyEntity.LifeTime =
num4 + random.
Next(301);
719 Effects = ((!(Main.WindForVisuals > 0f)) ? SpriteEffects.FlipHorizontally :
SpriteEffects.None);
723 Position.X = virtualCamera.Position.X + virtualCamera.Size.X + (float)num;
727 Position.X = virtualCamera.Position.X - (float)num;
734 Frame.CurrentRow = (byte)random.
Next(7);
756 Effects = ((!(Main.WindForVisuals > 0f)) ? SpriteEffects.FlipHorizontally :
SpriteEffects.None);
779 vector.X = virtualCamera.Position.X + virtualCamera.Size.X + (float)num;
783 vector.X = virtualCamera.Position.X - (float)num;
787 int num4 = random.
Next(80, 121) * 60;
790 for (
int i = 0; i <
num2; i++)
793 slimeBalloonGroupSkyEntity.Depth =
num3 + random.
NextFloat() * 0.5f;
797 slimeBalloonGroupSkyEntity.LifeTime =
num4 + random.
Next(301);
818 Effects = ((!(Main.WindForVisuals > 0f)) ? SpriteEffects.FlipHorizontally :
SpriteEffects.None);
822 Position.X = virtualCamera.Position.X + virtualCamera.Size.X + (float)num;
826 Position.X = virtualCamera.Position.X - (float)num;
841 for (
int i = 0; i <
num2; i++)
882 vector.X = virtualCamera.Position.X + virtualCamera.Size.X + (float)num;
886 vector.X = virtualCamera.Position.X - (float)num;
890 int num4 = random.
Next(30, 61) * 60;
893 for (
int i = 0; i <
num2; i++)
896 hellBatsGoupSkyEntity.Depth =
num3 + random.
NextFloat() * 0.5f;
900 hellBatsGoupSkyEntity.LifeTime =
num4 + random.
Next(301);
930 Effects = ((!(Main.WindForVisuals > 0f)) ? SpriteEffects.FlipHorizontally :
SpriteEffects.None);
934 Position.X = virtualCamera.Position.X + virtualCamera.Size.X + (float)num;
938 Position.X = virtualCamera.Position.X - (float)num;
953 for (
int i = 0; i <
num2; i++)
998 vector.X = virtualCamera.Position.X + virtualCamera.Size.X + (float)num;
1002 vector.X = virtualCamera.Position.X - (float)num;
1006 int num4 = random.
Next(30, 61) * 60;
1009 for (
int i = 0; i <
num2; i++)
1012 batsGroupSkyEntity.Depth =
num3 + random.
NextFloat() * 0.5f;
1016 batsGroupSkyEntity.LifeTime =
num4 + random.
Next(301);
1029 Effects = ((!(Main.WindForVisuals > 0f)) ? SpriteEffects.FlipHorizontally :
SpriteEffects.None);
1033 Position.X = virtualCamera.Position.X + virtualCamera.Size.X + (float)num;
1037 Position.X = virtualCamera.Position.X - (float)num;
1089 Position.X = virtualCamera.Position.X + virtualCamera.Size.X + (float)num;
1093 Position.X = virtualCamera.Position.X - (float)num;
1131 int x = player.
Center.ToTileCoordinates().
X;
1133 Position.X = ((float)x + 100f * (random.
NextFloat() * 2f - 1f)) * 16f;
1138 Frame.CurrentRow = (byte)random.
Next(5);
1149 float x = Main.WindForVisuals * 4f;
1179 :
base(player, random)
1203 :
base(player, random)
1242 if (random.
Next(4) != 0)
1261 LifeTime = random.Next(18, 31) * 60;
1263 _waviness = random.NextFloat() * 1f + 1f;
1264 Position.Y =
camera.Position.Y;
1268 Position.X = camera.Position.X - (float)num;
1272 Position.X = camera.Position.X + camera.Size.X + (float)num;
1279 LifeTime = random.Next(18, 31) * 60;
1280 Position = camera.Position + camera.Size *
new Vector2(random.NextFloat(), random.NextFloat());
1305 if (
vector.Length() >= 100f)
1389 if (!
value.IsActive)
1524 for (
int i = 0; i <
list.Count; i++)
void Draw(Texture2D texture, Vector2 position, Color color)
bool ICollection< KeyValuePair< TKey, TValue > >. Remove(KeyValuePair< TKey, TValue > keyValuePair)
void Add(TKey key, TValue value)
static double Cos(double d)
static double Abs(double value)
static int Sign(decimal value)
static byte Max(byte val1, byte val2)
static AmbientSkyDrawCache Instance
override void Update(int frameCount)
override void UpdateVelocity(int frameCount)
AirBalloonSkyEntity(Player player, FastRandom random)
const int RANDOM_TILE_SPAWN_RANGE
override void Update(int frameCount)
AirshipSkyEntity(Player player, FastRandom random)
override void UpdateVelocity(int frameCount)
Vector2 _magnetAccelerations
override Color GetColor(Color backgroundColor)
Vector2 _magnetPointTarget
static List< BatsGroupSkyEntity > CreateGroup(Player player, FastRandom random)
override void UpdateVelocity(int frameCount)
BatsGroupSkyEntity(Player player, FastRandom random)
Vector2 _velocityVsMagnet
Vector2 _positionVsMagnet
void SetMagnetization(Vector2 accelerations, Vector2 targetOffset)
override void Update(int frameCount)
BirdsPackSkyEntity(Player player, FastRandom random)
override void Update(int frameCount)
override void UpdateVelocity(int frameCount)
override void Update(int frameCount)
ButterfliesSkyEntity(Player player, FastRandom random)
override void UpdateVelocity(int frameCount)
override Color GetColor(Color backgroundColor)
CrimeraSkyEntity(Player player, FastRandom random)
override void UpdateVelocity(int frameCount)
void BeginChasingPlayer(ref FastRandom random, VirtualCamera camera)
const int STATE_GOOVERPLAYER
void ChasePlayerTop(int frameCount)
void BeginZigZag(ref FastRandom random, VirtualCamera camera, int direction)
void ZigzagMove(int frameCount)
EOCSkyEntity(Player player, FastRandom random)
override Color GetColor(Color backgroundColor)
EOSSkyEntity(Player player, FastRandom random)
float OpacityNormalizedTimeToFadeOut
override Color GetColor(Color backgroundColor)
virtual void UpdateVelocity(int frameCount)
void StartFadingOut(int currentFrameCount)
override Vector2 GetDrawPosition()
float OpacityNormalizedTimeToFadeIn
override void Update(int frameCount)
bool IsMovementDone(int frameCount)
float FinalOpacityMultiplier
void UpdateOpacity(int frameCount)
override void Draw(SpriteBatch spriteBatch, float depthScale, float minDepth, float maxDepth)
Vector2 _positionVsMagnet
override void UpdateVelocity(int frameCount)
static List< GastropodGroupSkyEntity > CreateGroup(Player player, FastRandom random)
override Color GetColor(Color backgroundColor)
Vector2 _magnetAccelerations
override void Update(int frameCount)
GastropodGroupSkyEntity(Player player, FastRandom random)
Vector2 _velocityVsMagnet
void SetMagnetization(Vector2 accelerations, Vector2 targetOffset)
Vector2 _magnetPointTarget
Vector2 _magnetPointTarget
Vector2 _velocityVsMagnet
Vector2 _positionVsMagnet
HellBatsGoupSkyEntity(Player player, FastRandom random)
Vector2 _magnetAccelerations
override Color GetColor(Color backgroundColor)
float Helper_GetOpacityWithAccountingForBackgroundsOff()
override void UpdateVelocity(int frameCount)
static List< HellBatsGoupSkyEntity > CreateGroup(Player player, FastRandom random)
void SetMagnetization(Vector2 accelerations, Vector2 targetOffset)
override void Update(int frameCount)
LostKiteSkyEntity(Player player, FastRandom random)
override void Update(int frameCount)
override void UpdateVelocity(int frameCount)
MeteorSkyEntity(Player player, FastRandom random)
override Color GetColor(Color backgroundColor)
override void Update(int frameCount)
override Vector2 GetDrawPosition()
override void UpdateVelocity(int frameCount)
override void Update(int frameCount)
override Color GetColor(Color backgroundColor)
PegasusSkyEntity(Player player, FastRandom random)
PixiePosseSkyEntity(Player player, FastRandom random)
override void Update(int frameCount)
override void UpdateVelocity(int frameCount)
override void Draw(SpriteBatch spriteBatch, float depthScale, float minDepth, float maxDepth)
void SetMagnetization(Vector2 accelerations, Vector2 targetOffset)
override void Update(int frameCount)
Vector2 _positionVsMagnet
Vector2 _magnetAccelerations
override void UpdateVelocity(int frameCount)
Vector2 _velocityVsMagnet
SeagullsGroupSkyEntity(Player player, FastRandom random)
override void Draw(SpriteBatch spriteBatch, float depthScale, float minDepth, float maxDepth)
static List< SeagullsGroupSkyEntity > CreateGroup(Player player, FastRandom random)
override Color GetColor(Color backgroundColor)
Vector2 _magnetPointTarget
void CommonDraw(SpriteBatch spriteBatch, float depthScale, float minDepth, float maxDepth)
Color GetColor(Color backgroundColor)
void SetPositionInWorldBasedOnScreenSpace(Vector2 actualWorldSpace)
float Helper_GetOpacityWithAccountingForOceanWaterLine()
Vector2 GetDrawPositionByDepth()
Asset< Texture2D > Texture
Vector2 GetDrawPosition()
virtual void Draw(SpriteBatch spriteBatch, float depthScale, float minDepth, float maxDepth)
void Update(int frameCount)
Rectangle SourceRectangle
SlimeBalloonGroupSkyEntity(Player player, FastRandom random)
static List< SlimeBalloonGroupSkyEntity > CreateGroup(Player player, FastRandom random)
override void UpdateVelocity(int frameCount)
void SetMagnetization(Vector2 accelerations, Vector2 targetOffset)
Vector2 _magnetAccelerations
Vector2 _velocityVsMagnet
override void Update(int frameCount)
Vector2 _positionVsMagnet
Vector2 _magnetPointTarget
override void Update(int frameCount)
VultureSkyEntity(Player player, FastRandom random)
override void UpdateVelocity(int frameCount)
override Color GetColor(Color backgroundColor)
WyvernSkyEntity(Player player, FastRandom random)
override void UpdateVelocity(int frameCount)
override void Update(GameTime gameTime)
void Spawn(Player player, SkyEntityType type, int seed)
override void Draw(SpriteBatch spriteBatch, float minDepth, float maxDepth)
delegate SkyEntity EntityFactoryMethod(Player player, int seed)
readonly SlotVector< SkyEntity > _entities
bool AnActiveSkyConflictsWithAmbience()
override void Activate(Vector2 position, params object[] args)
override void Deactivate(params object[] args)
static SkyManager Instance
static readonly Color AmbientNPCGastropodLight
static Microsoft.Xna.Framework.Color ColorOfTheSkies
static bool IsItAHappyWindyDay
static double worldSurface
static float WindForVisuals
static bool BackgroundEnabled
static float[] bgAlphaFrontLayer
static int UnderworldLayer
static IAssetRepository Assets
static float GetLerpValue(float from, float to, float t, bool clamped=false)
static Color Lerp(Color value1, Color value2, float amount)
static Vector2 Clamp(Vector2 value1, Vector2 min, Vector2 max)
Rectangle GetSourceRectangle(Texture2D texture)