public void QueueRipple(Vector2 position, float strength = 1f, RippleShape shape = RippleShape.Square, float rotation = 0f) { float g = strength * 0.5f + 0.5f; float scale = Math.Min(Math.Abs(strength), 1f); QueueRipple(position, new Color(0.5f, g, 0f, 1f) * scale, new Vector2(4f * Math.Max(Math.Abs(strength), 1f)), shape, rotation); }
// Token: 0x06001207 RID: 4615 RVA: 0x00412B04 File Offset: 0x00410D04 public void QueueRipple(Vector2 position, float strength, Vector2 size, RippleShape shape = RippleShape.Square, float rotation = 0f) { float g = strength * 0.5f + 0.5f; float scale = Math.Min(Math.Abs(strength), 1f); this.QueueRipple(position, new Color(0.5f, g, 0f, 1f) * scale, size, shape, rotation); }
public void QueueRipple(Vector2 position, float strength, Vector2 size, RippleShape shape = RippleShape.Square, float rotation = 0.0f) { float g = (float)((double)strength * 0.5 + 0.5); float num = Math.Min(Math.Abs(strength), 1f); this.QueueRipple(position, new Color(0.5f, g, 0.0f, 1f) * num, size, shape, rotation); }
public void QueueRipple(Vector2 position, float strength, Vector2 size, RippleShape shape = RippleShape.Square, float rotation = 0.0f) { float num1 = (float)((double)strength * 0.5 + 0.5); float num2 = Math.Min(Math.Abs(strength), 1f); this.QueueRipple(position, Color.op_Multiply(new Color(0.5f, num1, 0.0f, 1f), num2), size, shape, rotation); }
// Token: 0x0600179C RID: 6044 RVA: 0x0043C780 File Offset: 0x0043A980 public Ripple(Vector2 position, Color waveData, Vector2 size, RippleShape shape, float rotation) { this.Position = position; this.WaveData = waveData; this.Size = size; this.Shape = shape; this.Rotation = rotation; }
public Ripple(Vector2 position, Color waveData, Vector2 size, RippleShape shape, float rotation) { Position = position; WaveData = waveData; Size = size; Shape = shape; Rotation = rotation; }
public void QueueRipple(Vector2 position, float strength = 1f, RippleShape shape = RippleShape.Square, float rotation = 0.0f) { var g = (float)((double)strength * 0.5 + 0.5); var num = Math.Min(Math.Abs(strength), 1f); this.QueueRipple(position, new Color(0.5f, g, 0.0f, 1f) * num, new Vector2(4f * Math.Max(Math.Abs(strength), 1f)), shape, rotation); }
public void QueueRipple(Vector2 position, Color waveData, Vector2 size, RippleShape shape = RippleShape.Square, float rotation = 0f) { if (!_useRippleWaves || Main.drawToScreen) { _rippleQueueCount = 0; } else if (_rippleQueueCount < _rippleQueue.Length) { _rippleQueue[_rippleQueueCount++] = new Ripple(position, waveData, size, shape, rotation); } }
// Token: 0x06001208 RID: 4616 RVA: 0x00412B58 File Offset: 0x00410D58 public void QueueRipple(Vector2 position, Color waveData, Vector2 size, RippleShape shape = RippleShape.Square, float rotation = 0f) { if (!this._useRippleWaves || Main.drawToScreen) { this._rippleQueueCount = 0; return; } if (this._rippleQueueCount < this._rippleQueue.Length) { WaterShaderData.Ripple[] arg_4A_0 = this._rippleQueue; int rippleQueueCount = this._rippleQueueCount; this._rippleQueueCount = rippleQueueCount + 1; arg_4A_0[rippleQueueCount] = new WaterShaderData.Ripple(position, waveData, size, shape, rotation); } }
public void QueueRipple(Vector2 position, Color waveData, Vector2 size, RippleShape shape = RippleShape.Square, float rotation = 0.0f) { if (!this._useRippleWaves || Main.drawToScreen) { this._rippleQueueCount = 0; } else { if (this._rippleQueueCount >= this._rippleQueue.Length) { return; } this._rippleQueue[this._rippleQueueCount++] = new WaterShaderData.Ripple(position, waveData, size, shape, rotation); } }
public void QueueRipple(Vector2 position, Color waveData, Vector2 size, RippleShape shape = RippleShape.Square, float rotation = 0.0f) { if (!this._useRippleWaves || Main.drawToScreen) { this._rippleQueueCount = 0; } else { if (this._rippleQueueCount >= this._rippleQueue.Length) { return; } WaterShaderData.Ripple[] rippleQueue = this._rippleQueue; int rippleQueueCount = this._rippleQueueCount; this._rippleQueueCount = rippleQueueCount + 1; int index = rippleQueueCount; WaterShaderData.Ripple ripple = new WaterShaderData.Ripple(position, waveData, size, shape, rotation); rippleQueue[index] = ripple; } }