39029 {
39030 float num = 4f;
39032 float fadeIn = 0f;
39037 {
39038 case 1:
39040 fadeIn = 2f;
39042 break;
39043 case 2:
39044 case 4:
39045 num = 50f;
39047 fadeIn = 0f;
39050 break;
39051 case 3:
39052 num = 30f;
39054 fadeIn = 2.5f;
39056 break;
39057 case 5:
39059 {
39061 }
39062 else
39063 {
39065 num5 = Main.rand.Next(86, 92);
39066 }
39068 {
39070 }
39071 break;
39072 }
39073 for (
int i = 0;
i <
num4;
i++)
39074 {
39075 Dust dust = Dust.NewDustPerfect(
spot,
num5, Main.rand.NextVector2CircularEdge(num, num) * (Main.rand.NextFloat() * (1f -
num3) +
num3), 0, Main.hslToRgb(Main.rand.NextFloat(), 1f, 0.5f), (Main.rand.NextFloat() * 2f + 2f) *
num2);
39076 dust.fadeIn = fadeIn;
39077 dust.noGravity = true;
39079 {
39080 case 2:
39081 case 4:
39082 {
39083 dust.velocity *= 0.005f;
39085 dust.velocity = ((float)
Math.
PI * 2f * ((
float)
i / 4f) + (
float)Math.PI / 4f).ToRotationVector2() * 8f * Utils.GetLerpValue(1f, 0f,
progress,
clamped:
true);
39089 {
39091 }
39092 dust.color = Main.hslToRgb(((
float)i / 5f +
num6 +
progress * 0.5f) % 1f, 1f, 0.5f);
39093 dust.color.A /= 2;
39094 dust.alpha = 127;
39095 break;
39096 }
39097 case 5:
39099 {
39100 dust.customData = this;
39101 dust.scale = 1.5f;
39102 dust.fadeIn = 0f;
39103 dust.velocity =
new Vector2(0f, -1f) + Main.rand.NextVector2Circular(1f, 1f);
39104 dust.color =
new Color(255, 255, 255, 80) * 0.3f;
39105 }
39106 else
39107 {
39108 dust.color = Main.hslToRgb(
progress * 2f % 1f, 1f, 0.5f);
39109 dust.alpha = 0;
39110 dust.scale = 1f;
39111 dust.fadeIn = 1.3f;
39112 dust.velocity *= 3f;
39113 dust.velocity.X *= 0.1f;
39115 }
39116 break;
39117 }
39118 }
39119 }