GetEquipTexture() 공개 정적인 메소드

public static GetEquipTexture ( EquipType type, int slot ) : EquipTexture
type EquipType
slot int
리턴 EquipTexture
예제 #1
0
        //in Terraria.Player.PlayerFrame after armor sets creating dust call this
        internal static void UpdateVanitySet(Player player)
        {
            EquipTexture headTexture = EquipLoader.GetEquipTexture(EquipType.Head, player.head);
            EquipTexture bodyTexture = EquipLoader.GetEquipTexture(EquipType.Body, player.body);
            EquipTexture legTexture  = EquipLoader.GetEquipTexture(EquipType.Legs, player.legs);

            if (headTexture != null && headTexture.IsVanitySet(player.head, player.body, player.legs))
            {
                headTexture.UpdateVanitySet(player);
            }
            if (bodyTexture != null && bodyTexture.IsVanitySet(player.head, player.body, player.legs))
            {
                bodyTexture.UpdateVanitySet(player);
            }
            if (legTexture != null && legTexture.IsVanitySet(player.head, player.body, player.legs))
            {
                legTexture.UpdateVanitySet(player);
            }
            foreach (GlobalItem globalItem in globalItems)
            {
                string set = globalItem.IsVanitySet(player.head, player.body, player.legs);
                if (set.Length > 0)
                {
                    globalItem.UpdateVanitySet(player, set);
                }
            }
        }
예제 #2
0
        //in Terraria.Main.DrawPlayers after armor combinations setting flags call
        //  ItemLoader.ArmorSetShadows(player, ref flag, ref flag2, ref flag3, ref flag4);
        internal static void ArmorSetShadows(Player player, ref bool longTrail, ref bool smallPulse, ref bool largePulse, ref bool shortTrail)
        {
            EquipTexture headTexture = EquipLoader.GetEquipTexture(EquipType.Head, player.head);
            EquipTexture bodyTexture = EquipLoader.GetEquipTexture(EquipType.Body, player.body);
            EquipTexture legTexture  = EquipLoader.GetEquipTexture(EquipType.Legs, player.legs);

            if (headTexture != null && headTexture.IsVanitySet(player.head, player.body, player.legs))
            {
                headTexture.ArmorSetShadows(player, ref longTrail, ref smallPulse, ref largePulse, ref shortTrail);
            }
            if (bodyTexture != null && bodyTexture.IsVanitySet(player.head, player.body, player.legs))
            {
                bodyTexture.ArmorSetShadows(player, ref longTrail, ref smallPulse, ref largePulse, ref shortTrail);
            }
            if (legTexture != null && legTexture.IsVanitySet(player.head, player.body, player.legs))
            {
                legTexture.ArmorSetShadows(player, ref longTrail, ref smallPulse, ref largePulse, ref shortTrail);
            }
            foreach (GlobalItem globalItem in globalItems)
            {
                string set = globalItem.IsVanitySet(player.head, player.body, player.legs);
                if (set.Length > 0)
                {
                    globalItem.ArmorSetShadows(player, set, ref longTrail, ref smallPulse, ref largePulse, ref shortTrail);
                }
            }
        }
예제 #3
0
 internal static void UpdateVanity(Player player)
 {
     foreach (EquipType type in Enum.GetValues(typeof(EquipType)))
     {
         int          slot    = EquipLoader.GetPlayerEquip(player, type);
         EquipTexture texture = EquipLoader.GetEquipTexture(type, slot);
         if (texture != null)
         {
             texture.UpdateVanity(player, type);
         }
     }
 }
예제 #4
0
 /// <summary>
 /// Gets the equipment texture for the specified equipment type and ID.
 /// </summary>
 /// <param name="type"></param>
 /// <param name="slot"></param>
 /// <returns></returns>
 public static EquipTexture GetEquipTexture(EquipType type, int slot) => EquipLoader.GetEquipTexture(type, slot);