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| unsafe void | DrawNormalLiquids (SpriteBatch spriteBatch, Vector2 drawOffset, int waterStyle, float globalAlpha, bool isBackgroundDraw) |
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| unsafe void | DrawShimmer (SpriteBatch spriteBatch, Vector2 drawOffset, bool isBackgroundDraw) |
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| int | GetShimmerFrame (bool top, float worldPositionX, float worldPositionY) |
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| bool | HasFullWater (int x, int y) |
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| float | GetVisibleLiquid (int x, int y) |
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| void | Update (GameTime gameTime) |
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| void | PrepareDraw (Rectangle drawArea) |
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| void | SetWaveMaskData (ref Texture2D texture) |
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| Rectangle | GetCachedDrawArea () |
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| static void | LoadContent () |
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| static VertexColors | SetShimmerVertexColors_Sparkle (ref VertexColors colors, float opacity, int x, int y, bool top) |
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| static void | SetShimmerVertexColors (ref VertexColors colors, float opacity, int x, int y) |
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| static float | GetShimmerWave (ref float worldPositionX, ref float worldPositionY) |
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| static Color | GetShimmerGlitterColor (bool top, float worldPositionX, float worldPositionY) |
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| static float | GetShimmerGlitterOpacity (bool top, float worldPositionX, float worldPositionY) |
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| static Vector4 | GetShimmerBaseColor (float worldPositionX, float worldPositionY) |
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| const int | ANIMATION_FRAME_COUNT = 16 |
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| const int | CACHE_PADDING = 2 |
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| const int | CACHE_PADDING_2 = 4 |
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| static readonly int[] | WATERFALL_LENGTH = new int[4] { 10, 3, 2, 10 } |
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| static readonly float[] | DEFAULT_OPACITY = new float[4] { 0.6f, 0.95f, 0.95f, 0.75f } |
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| static readonly byte[] | WAVE_MASK_STRENGTH = new byte[5] |
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| static readonly byte[] | VISCOSITY_MASK = new byte[5] { 0, 200, 240, 0, 0 } |
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Definition at line 11 of file LiquidRenderer.cs.
The documentation for this class was generated from the following file: