62 float x =
info.AnchorPositionOnScreen.X;
63 float y =
info.AnchorPositionOnScreen.Y;
70 string <Value>k__BackingField =
text.<Value>k__BackingField;
236 float opacityForAnimation =
player4.opacityForAnimation;
265 float x =
info.AnchorPositionOnScreen.X;
266 float y =
info.AnchorPositionOnScreen.Y;
454 float x =
info.AnchorPositionOnScreen.X;
455 float y =
info.AnchorPositionOnScreen.Y;
657 float x =
info.AnchorPositionOnScreen.X;
658 float y =
info.AnchorPositionOnScreen.Y;
class f__AnonymousType0<< Count > j__TPar
void Draw(GameAnimationSegment info)
AnimationSegmentWithActions(int targetTime)
int _lastDedicatedTimeNeeded
float DedicatedTimeNeeded
List< IAnimationSegmentAction< T > > _actions
Segments.AnimationSegmentWithActions< T > With(IAnimationSegmentAction< T > act)
void Bind(IAnimationSegmentAction< T > act)
Segments.AnimationSegmentWithActions< T > Then(IAnimationSegmentAction< T > act)
void ProcessActions(T obj, float localTimeForObject)
float DedicatedTimeNeeded
float< DedicatedTimeNeeded > k__BackingField
void Draw(GameAnimationSegment info)
Rectangle GetFrame(int wrappedTime)
EmoteSegment(int emoteId, int targetTime, int timeToPlay, Vector2 position, SpriteEffects drawEffect, [Optional] Vector2 velocity)
void Draw(GameAnimationSegment info)
LocalizedTextSegment(float timeInAnimation, LocalizedText textObject, Vector2 anchorOffset)
float DedicatedTimeNeeded
LocalizedTextSegment(float timeInAnimation, string textKey)
LooseSprite(DrawData data, Asset< Texture2D > asset)
DrawData _originalDrawData
Asset< Texture2D > _asset
Vector2 _normalizedOriginForHitbox
void ResetNPCAnimation(GameAnimationSegment info)
NPCSegment(int targetTime, int npcId, Vector2 anchorOffset, Vector2 normalizedNPCHitboxOrigin)
override void Draw(GameAnimationSegment info)
override void Bind(IAnimationSegmentAction< NPC > act)
void BeforeDrawing(GameAnimationSegment info)
void AfterDrawing(GameAnimationSegment info)
ImmediateSpritebatchForPlayerDyesEffect()
Segments.PlayerSegment.IShaderEffect _shaderEffect
Segments.PlayerSegment UseShaderEffect(Segments.PlayerSegment.IShaderEffect shaderEffect)
override void Draw(GameAnimationSegment info)
Vector2 _normalizedOriginForHitbox
PlayerSegment(int targetTime, Vector2 anchorOffset, Vector2 normalizedHitboxOrigin)
void ResetPlayerAnimation(GameAnimationSegment info)
override void Bind(IAnimationSegmentAction< Player > act)
MaskedFadeEffect([Optional] Segments.SpriteSegment.MaskedFadeEffect.GetMatrixAction fetchMatrixMethod, string shaderKey="MaskedFade", int verticalFrameCount=1, int verticalFrameWait=1)
Segments.SpriteSegment.MaskedFadeEffect WithPanX(Segments.Panning panning)
readonly int _verticalFrameCount
Segments.SpriteSegment.MaskedFadeEffect WithPanY(Segments.Panning panning)
Matrix DefaultFetchMatrix()
Segments.SpriteSegment.MaskedFadeEffect.GetMatrixAction _fetchMatrix
delegate Matrix GetMatrixAction()
void BeforeDrawing(GameAnimationSegment info, DrawData drawData)
void AfterDrawing(GameAnimationSegment info, DrawData drawData)
readonly int _verticalFrameWait
readonly string _shaderKey
override void Bind(IAnimationSegmentAction< Segments.LooseSprite > act)
Segments.SpriteSegment.IShaderEffect _shaderEffect
override void Draw(GameAnimationSegment info)
void ResetSpriteAnimation(GameAnimationSegment info)
SpriteSegment(Asset< Texture2D > asset, int targetTime, DrawData data, Vector2 anchorOffset)
Segments.LooseSprite _sprite
Segments.SpriteSegment UseShaderEffect(Segments.SpriteSegment.IShaderEffect shaderEffect)
const float PixelsToRollUpPerFrame
static LocalizedText GetText(string key)
static Microsoft.Xna.Framework.Vector2 screenPosition
static Terraria.Graphics.Camera Camera
static Player LocalPlayer
void ResetVisibleAccessories()
void CopyVisuals(Player other)
void BeforeDrawing(GameAnimationSegment info)
void AfterDrawing(GameAnimationSegment info)
void AfterDrawing(GameAnimationSegment info, DrawData drawData)
void BeforeDrawing(GameAnimationSegment info, DrawData drawData)
float GetPanAmount(float time)