public override void OnSpawn() { base.OnSpawn(); scHelper.Attach(); SpawnBigStars(); smallStars = new List <ConstellationSmallStar>(); }
public override void OnSpawn() { base.OnSpawn(); int treeIdx = Math.Max(0, (int)projectile.ai[1] - 1); attackStyle = (int)projectile.ai[1] / 2; isEven = projectile.ai[1] % 2 == 0; drawers = LandChunkConfigs.templates[treeIdx % LandChunkConfigs.templates.Length](); drawFuncs = new SpriteCycleDrawer[drawers.Length]; scHelper.Attach(); for (int i = 0; i < drawers.Length; i++) { drawFuncs[i] = drawers[i].Draw; } if (attackStyle == 2) { windupFrames = 30; } }
public override void OnSpawn() { base.OnSpawn(); projectile.damage = (int)(1.5f * projectile.damage); scHelper.Attach(); }
public override void OnSpawn() { base.OnSpawn(); scHelper.Attach(); }