Exemplo n.º 1
0
        public void DrawPlayerHead(
            Camera camera,
            Player drawPlayer,
            Vector2 position,
            float alpha       = 1f,
            float scale       = 1f,
            Color borderColor = default(Color))
        {
            this._drawData.Clear();
            this._dust.Clear();
            this._gore.Clear();
            PlayerDrawHeadSet drawinfo = new PlayerDrawHeadSet();

            drawinfo.BoringSetup(drawPlayer, this._drawData, this._dust, this._gore, position.X, position.Y, alpha, scale);
            PlayerDrawHeadLayers.DrawPlayer_00_BackHelmet(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_01_FaceSkin(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_02_DrawArmorWithFullHair(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_03_HelmetHair(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_04_JungleRose(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_05_TallHats(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_06_NormalHats(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_07_JustHair(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_08_FaceAcc(ref drawinfo);
            this.CreateOutlines(alpha, scale, borderColor);
            PlayerDrawHeadLayers.DrawPlayer_RenderAllLayers(ref drawinfo);
        }
Exemplo n.º 2
0
 internal override void DrawTheContent(SpriteBatch spriteBatch)
 {
     if (_player != null)
     {
         _drawData.Clear();
         _dust.Clear();
         _gore.Clear();
         PlayerDrawHeadSet drawinfo = default(PlayerDrawHeadSet);
         drawinfo.BoringSetup(_player, _drawData, _dust, _gore, width / 2, height / 2, 1f, 1f);
         PlayerDrawHeadLayers.DrawPlayer_00_BackHelmet(drawinfo);
         PlayerDrawHeadLayers.DrawPlayer_01_FaceSkin(drawinfo);
         PlayerDrawHeadLayers.DrawPlayer_02_DrawArmorWithFullHair(drawinfo);
         PlayerDrawHeadLayers.DrawPlayer_03_HelmetHair(drawinfo);
         PlayerDrawHeadLayers.DrawPlayer_04_JungleRose(drawinfo);
         PlayerDrawHeadLayers.DrawPlayer_05_TallHats(drawinfo);
         PlayerDrawHeadLayers.DrawPlayer_06_NormalHats(drawinfo);
         PlayerDrawHeadLayers.DrawPlayer_07_JustHair(drawinfo);
         PlayerDrawHeadLayers.DrawPlayer_08_FaceAcc(drawinfo);
         PlayerDrawHeadLayers.DrawPlayer_RenderAllLayers(drawinfo);
     }
 }
Exemplo n.º 3
0
        internal override void DrawTheContent(SpriteBatch spriteBatch)
        {
            if (this._player == null)
            {
                return;
            }
            this._drawData.Clear();
            this._dust.Clear();
            this._gore.Clear();
            PlayerDrawHeadSet drawinfo = new PlayerDrawHeadSet();

            drawinfo.BoringSetup(this._player, this._drawData, this._dust, this._gore, (float)(this.width / 2), (float)(this.height / 2), 1f, 1f);
            PlayerDrawHeadLayers.DrawPlayer_00_BackHelmet(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_01_FaceSkin(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_02_DrawArmorWithFullHair(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_03_HelmetHair(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_04_JungleRose(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_05_TallHats(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_06_NormalHats(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_07_JustHair(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_08_FaceAcc(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_RenderAllLayers(ref drawinfo);
        }
Exemplo n.º 4
0
        public void DrawPlayerHead(Camera camera, Player drawPlayer, Vector2 position, float alpha = 1f, float scale = 1f, Color borderColor = default(Color))
        {
            _drawData.Clear();
            _dust.Clear();
            _gore.Clear();
            PlayerDrawHeadSet drawinfo = default(PlayerDrawHeadSet);

            drawinfo.BoringSetup(drawPlayer, _drawData, _dust, _gore, position.X, position.Y, alpha, scale);
            PlayerDrawHeadLayers.DrawPlayer_00_BackHelmet(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_01_FaceSkin(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_02_DrawArmorWithFullHair(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_03_HelmetHair(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_04_JungleRose(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_05_TallHats(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_06_NormalHats(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_07_JustHair(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_08_FaceAcc(ref drawinfo);
            if (borderColor != Color.Transparent)
            {
                List <DrawData> collection = new List <DrawData>(_drawData);
                List <DrawData> list       = new List <DrawData>(_drawData);
                float           num        = 2f * scale;
                Color           color      = borderColor;
                color *= alpha * alpha;
                Color black = Color.Black;
                black *= alpha * alpha;
                int shaderIdFromItemId = GameShaders.Armor.GetShaderIdFromItemId(3978);
                for (int i = 0; i < list.Count; i++)
                {
                    DrawData value = list[i];
                    value.shader = shaderIdFromItemId;
                    value.color  = black;
                    list[i]      = value;
                }
                int     num2 = 2;
                Vector2 vector;
                for (int j = -num2; j <= num2; j++)
                {
                    for (int k = -num2; k <= num2; k++)
                    {
                        if (Math.Abs(j) + Math.Abs(k) == num2)
                        {
                            vector = new Vector2((float)j * num, (float)k * num);
                            for (int l = 0; l < list.Count; l++)
                            {
                                DrawData item = list[l];
                                item.position += vector;
                                _drawData.Add(item);
                            }
                        }
                    }
                }
                for (int m = 0; m < list.Count; m++)
                {
                    DrawData value2 = list[m];
                    value2.shader = shaderIdFromItemId;
                    value2.color  = color;
                    list[m]       = value2;
                }
                vector = Vector2.Zero;
                num2   = 1;
                for (int n = -num2; n <= num2; n++)
                {
                    for (int num3 = -num2; num3 <= num2; num3++)
                    {
                        if (Math.Abs(n) + Math.Abs(num3) == num2)
                        {
                            vector = new Vector2((float)n * num, (float)num3 * num);
                            for (int num4 = 0; num4 < list.Count; num4++)
                            {
                                DrawData item2 = list[num4];
                                item2.position += vector;
                                _drawData.Add(item2);
                            }
                        }
                    }
                }
                _drawData.AddRange(collection);
            }
            PlayerDrawHeadLayers.DrawPlayer_RenderAllLayers(ref drawinfo);
        }
Exemplo n.º 5
0
        public void DrawPlayerHead(
            Camera camera,
            Player drawPlayer,
            Vector2 position,
            float alpha       = 1f,
            float scale       = 1f,
            Color borderColor = default(Color))
        {
            this._drawData.Clear();
            this._dust.Clear();
            this._gore.Clear();
            PlayerDrawHeadSet drawinfo = new PlayerDrawHeadSet();

            drawinfo.BoringSetup(drawPlayer, this._drawData, this._dust, this._gore, position.X, position.Y, alpha, scale);
            PlayerDrawHeadLayers.DrawPlayer_00_BackHelmet(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_01_FaceSkin(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_02_DrawArmorWithFullHair(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_03_HelmetHair(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_04_JungleRose(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_05_TallHats(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_06_NormalHats(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_07_JustHair(ref drawinfo);
            PlayerDrawHeadLayers.DrawPlayer_08_FaceAcc(ref drawinfo);
            if (borderColor != Color.Transparent)
            {
                List <DrawData> drawDataList1      = new List <DrawData>((IEnumerable <DrawData>) this._drawData);
                List <DrawData> drawDataList2      = new List <DrawData>((IEnumerable <DrawData>) this._drawData);
                float           num1               = 2f * scale;
                Color           color1             = borderColor * (alpha * alpha);
                Color           color2             = Color.Black * (alpha * alpha);
                int             shaderIdFromItemId = GameShaders.Armor.GetShaderIdFromItemId(3978);
                for (int index = 0; index < drawDataList2.Count; ++index)
                {
                    DrawData drawData = drawDataList2[index];
                    drawData.shader      = shaderIdFromItemId;
                    drawData.color       = color2;
                    drawDataList2[index] = drawData;
                }
                int num2 = 2;
                for (int index1 = -num2; index1 <= num2; ++index1)
                {
                    for (int index2 = -num2; index2 <= num2; ++index2)
                    {
                        if (Math.Abs(index1) + Math.Abs(index2) == num2)
                        {
                            Vector2 vector2 = new Vector2((float)index1 * num1, (float)index2 * num1);
                            for (int index3 = 0; index3 < drawDataList2.Count; ++index3)
                            {
                                DrawData drawData = drawDataList2[index3];
                                drawData.position += vector2;
                                this._drawData.Add(drawData);
                            }
                        }
                    }
                }
                for (int index = 0; index < drawDataList2.Count; ++index)
                {
                    DrawData drawData = drawDataList2[index];
                    drawData.shader      = shaderIdFromItemId;
                    drawData.color       = color1;
                    drawDataList2[index] = drawData;
                }
                Vector2 vector2_1 = Vector2.Zero;
                int     num3      = 1;
                for (int index1 = -num3; index1 <= num3; ++index1)
                {
                    for (int index2 = -num3; index2 <= num3; ++index2)
                    {
                        if (Math.Abs(index1) + Math.Abs(index2) == num3)
                        {
                            vector2_1 = new Vector2((float)index1 * num1, (float)index2 * num1);
                            for (int index3 = 0; index3 < drawDataList2.Count; ++index3)
                            {
                                DrawData drawData = drawDataList2[index3];
                                drawData.position += vector2_1;
                                this._drawData.Add(drawData);
                            }
                        }
                    }
                }
                this._drawData.AddRange((IEnumerable <DrawData>)drawDataList1);
            }
            PlayerDrawHeadLayers.DrawPlayer_RenderAllLayers(ref drawinfo);
        }