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

override void Terraria.GameContent.RGB.EyeballShader.Update ( float elapsedTime)
inlinevirtual

Reimplemented from ReLogic.Peripherals.RGB.ChromaShader.

Definition at line 63 of file EyeballShader.cs.

64 {
65 UpdateEyelid(elapsedTime);
66 bool num = _timeUntilPupilMove <= 0f;
68 _timeUntilPupilMove -= elapsedTime;
69 if (num)
70 {
71 float num2 = (float)_random.NextDouble() * ((float)Math.PI * 2f);
72 float num3;
73 if (_isSpawning)
74 {
75 _timeUntilPupilMove = (float)_random.NextDouble() * 0.4f + 0.3f;
76 num3 = (float)_random.NextDouble() * 0.7f;
77 }
78 else
79 {
80 _timeUntilPupilMove = (float)_random.NextDouble() * 0.4f + 0.6f;
81 num3 = (float)_random.NextDouble() * 0.3f;
82 }
83 _targetOffset = new Vector2((float)Math.Cos(num2), (float)Math.Sin(num2)) * num3;
84 }
85 }
static double Cos(double d)
static double Sin(double a)
const double PI
Definition Math.cs:16
void UpdateEyelid(float elapsedTime)

References Terraria.GameContent.RGB.EyeballShader._isSpawning, Terraria.GameContent.RGB.EyeballShader._pupilOffset, Terraria.GameContent.RGB.EyeballShader._random, Terraria.GameContent.RGB.EyeballShader._targetOffset, Terraria.GameContent.RGB.EyeballShader._timeUntilPupilMove, System.Math.Cos(), Terraria.Utilities.UnifiedRandom.NextDouble(), System.Math.PI, System.Math.Sin(), and Terraria.GameContent.RGB.EyeballShader.UpdateEyelid().