private void Display_RenderedWorld(object sender, RenderedWorldEventArgs e)
        {
            if (!Context.IsWorldReady)
            {
                return;
            }

            if (Game1.currentLocation.IsOutdoors)
            {
                Conditions.DrawWeathers();
            }

            if (Game1.isRaining && Game1.currentLocation.IsOutdoors && (Game1.currentLocation is Summit) && !SummitRebornLoaded &&
                (!Game1.eventUp || Game1.currentLocation.isTileOnMap(new Vector2((float)(Game1.viewport.X / Game1.tileSize), (float)(Game1.viewport.Y / Game1.tileSize)))))
            {
                for (int index = 0; index < Game1.rainDrops.Length; ++index)
                {
                    Game1.spriteBatch.Draw(Game1.rainTexture, Game1.rainDrops[index].position, new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.rainTexture, Game1.rainDrops[index].frame, -1, -1)), Color.White);
                }

                if (WeatherOpt.ShowSummitClouds)
                {
                    int num2 = -61 * GetPixelZoom();
                    while (num2 < Game1.viewport.Width + 61 * GetPixelZoom())
                    {
                        Game1.spriteBatch.Draw(Game1.mouseCursors, new Vector2((float)num2 + this.weatherX % (float)(61 * GetPixelZoom()), (float)(-Game1.tileSize / 2)), new Rectangle?(new Rectangle(643, 1142, 61, 53)), Color.DarkSlateGray * 1f, 0.0f, Vector2.Zero, (float)GetPixelZoom(), SpriteEffects.None, 1f);
                        num2 += 61 * GetPixelZoom();
                    }
                }
            }
        }
Beispiel #2
0
        /// <summary>Raised before drawing the HUD (item toolbar, clock, etc) to the screen. The vanilla HUD may be hidden at this point (e.g. because a menu is open).</summary>
        /// <param name="sender">The event sender.</param>
        /// <param name="e">The event arguments.</param>
        private void OnRenderingHud(object sender, RenderingHudEventArgs e)
        {
            if (!Context.IsWorldReady)
            {
                return;
            }

            if (Game1.currentLocation.IsOutdoors)
            {
                Conditions.DrawWeathers();
            }
        }