コード例 #1
0
 private static void Distort_Render(On.Celeste.Distort.orig_Render orig, Texture2D source, Texture2D map, bool hasDistortion)
 {
     if (GameplayRendererExt.RenderDebug || Settings.SimplifiedGraphics)
     {
         Distort.Anxiety  = 0f;
         Distort.GameRate = 1f;
         hasDistortion    = false;
     }
     orig(source, map, hasDistortion);
 }
コード例 #2
0
 private void OnDistortRender(On.Celeste.Distort.orig_Render orig, Texture2D source, Texture2D map, bool hasDistortion)
 {
     if (!Celeste.Settings.Instance.DisableFlashes)
     {
         var   anxietyField  = typeof(Celeste.Distort).GetField("anxiety", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static);
         float anxiety       = (float)anxietyField.GetValue(null);
         float anxietyBonus  = Math.Max(0, Session.AnxietyBonus * 0.5f + Session.AnxietyBonus * 0.5f * Session.AnxietyStutter);
         float anxietyForUse = anxiety + anxietyBonus;
         Celeste.GFX.FxDistort.Parameters["anxiety"].SetValue(anxietyForUse);
         anxietyField.SetValue(null, anxietyForUse);
         orig(source, map, hasDistortion);
         Celeste.GFX.FxDistort.Parameters["anxiety"].SetValue(anxiety);
         anxietyField.SetValue(null, anxiety);
     }
     else
     {
         orig(source, map, hasDistortion);
     }
 }