public override void Apply(Entity entity, DrawData? drawData) { Player player = entity as Player; if (player == null || player.team == 0) dustShaderData[0].Apply(player, drawData); else { this.UseColor(Main.teamColor[player.team]); base.Apply(player, drawData); } }
public override void Apply(Entity entity, DrawData? drawData) { if (entity == null) _shader.Parameters["uLightSource"].SetValue(Vector3.Zero); else { float num1 = 0.0f; if (drawData.HasValue) num1 = drawData.Value.rotation; Vector2 vector2_1 = entity.position; float x1 = (float)entity.width; float y1 = (float)entity.height; Vector2 vector2_2 = vector2_1 + new Vector2(x1, y1) * 0.1f; float x2 = x1 * 0.8f; float y2 = y1 * 0.8f; Vector3 subLight1 = Lighting.GetSubLight(vector2_2 + new Vector2(x2 * 0.5f, 0.0f)); Vector3 subLight2 = Lighting.GetSubLight(vector2_2 + new Vector2(0.0f, y2 * 0.5f)); Vector3 subLight3 = Lighting.GetSubLight(vector2_2 + new Vector2(x2, y2 * 0.5f)); Vector3 subLight4 = Lighting.GetSubLight(vector2_2 + new Vector2(x2 * 0.5f, y2)); float num2 = subLight1.X + subLight1.Y + subLight1.Z; float num3 = subLight2.X + subLight2.Y + subLight2.Z; float num4 = subLight3.X + subLight3.Y + subLight3.Z; float num5 = subLight4.X + subLight4.Y + subLight4.Z; Vector2 spinningpoint = new Vector2(num4 - num3, num5 - num2); if ((double)spinningpoint.Length() > 1.0) { float num6 = 1f; spinningpoint /= num6; } if (entity.direction == -1) spinningpoint.X *= -1f; spinningpoint = Utils.RotatedBy(spinningpoint, -(double)num1, new Vector2()); Vector3 vector3 = new Vector3(spinningpoint, (float)(1.0 - ((double)spinningpoint.X * (double)spinningpoint.X + (double)spinningpoint.Y * (double)spinningpoint.Y))); vector3.X *= 2f; vector3.Y -= 0.15f; vector3.Y *= 2f; vector3.Normalize(); vector3.Z *= 0.6f; _shader.Parameters["uLightSource"].SetValue(vector3); } base.Apply(entity, drawData); }
public override ArmorShaderData GetSecondaryShader(Entity entity) { Player player = entity as Player; return dustShaderData[player.team]; }
public virtual MiscShaderData GetSecondaryShader(Entity entity) { return this; }