Пример #1
0
 private void UpdateImpactEffects(float t)
 {
     for (int index = 0; index < this.ImpactEffects.Count; ++index)
     {
         TraceKillExe.PointImpactEffect impactEffect = this.ImpactEffects[index];
         impactEffect.timeEnabled += t;
         if ((double)impactEffect.timeEnabled > (double)DLCIntroExe.NodeImpactEffectTransInTime + (double)DLCIntroExe.NodeImpactEffectTransOutTime)
         {
             this.ImpactEffects.RemoveAt(index);
             --index;
         }
         else
         {
             this.ImpactEffects[index] = impactEffect;
         }
     }
 }
Пример #2
0
 private void DrawImpactEffects(List <TraceKillExe.PointImpactEffect> Effects)
 {
     Utils.LCG.reSeed(this.PID);
     for (int index = 0; index < Effects.Count; ++index)
     {
         Color color = Color.Lerp(Utils.AddativeWhite, Utils.AddativeRed, (float)(0.600000023841858 + 0.400000005960464 * (double)Utils.LCG.NextFloatScaled())) * (float)(0.600000023841858 + 0.400000005960464 * (double)Utils.LCG.NextFloatScaled());
         TraceKillExe.PointImpactEffect effect = Effects[index];
         Vector2 location = effect.location;
         float   num1     = Utils.QuadraticOutCurve(effect.timeEnabled / DLCIntroExe.NodeImpactEffectTransInTime);
         float   num2     = Utils.QuadraticOutCurve(Utils.QuadraticOutCurve(effect.timeEnabled / (DLCIntroExe.NodeImpactEffectTransInTime + DLCIntroExe.NodeImpactEffectTransOutTime)));
         float   num3     = Utils.QuadraticOutCurve((effect.timeEnabled - DLCIntroExe.NodeImpactEffectTransInTime) / DLCIntroExe.NodeImpactEffectTransOutTime);
         effect.cne.color       = color * num1;
         effect.cne.ScaleFactor = num2 * effect.scaleModifier;
         if ((double)effect.timeEnabled > (double)DLCIntroExe.NodeImpactEffectTransInTime)
         {
             effect.cne.color = color * (1f - num3);
         }
         if ((double)num1 >= 0.0 && effect.HasHighlightCircle)
         {
             this.spriteBatch.Draw(this.circle, location, new Rectangle?(), color * (float)(1.0 - (double)num1 - ((double)num3 >= 0.0 ? 1.0 - (double)num3 : 0.0)), 0.0f, new Vector2((float)(this.circle.Width / 2), (float)(this.circle.Height / 2)), (float)((double)num1 / (double)this.circle.Width * 60.0), SpriteEffects.None, 0.7f);
         }
         effect.cne.draw(this.spriteBatch, location);
     }
 }
Пример #3
0
        private void DrawImpactEffects(SpriteBatch sb, Rectangle dest)
        {
            Color color = this.os.traceTracker.active ? Color.Red : Utils.AddativeWhite;

            for (int index = 0; index < this.ImpactEffects.Count; ++index)
            {
                TraceKillExe.PointImpactEffect impactEffect = this.ImpactEffects[index];
                Vector2 vector2 = new Vector2((float)dest.X + impactEffect.location.X * (float)dest.Width, (float)dest.Y + impactEffect.location.Y * (float)dest.Height);
                if ((double)impactEffect.timeEnabled <= 1.0)
                {
                    float num = Utils.QuadraticOutCurve(Utils.QuadraticOutCurve(impactEffect.timeEnabled / 1f));
                    impactEffect.cne.color       = color * num;
                    impactEffect.cne.ScaleFactor = num;
                    sb.Draw(this.circle, vector2, new Rectangle?(), color * (1f - num), 0.0f, new Vector2((float)(this.circle.Width / 2), (float)(this.circle.Height / 2)), (float)((double)num / (double)this.circle.Width * 30.0), SpriteEffects.None, 0.7f);
                }
                else
                {
                    float num = Utils.QuadraticOutCurve((float)(((double)impactEffect.timeEnabled - 1.0) / 2.0));
                    impactEffect.cne.color       = color * (1f - num);
                    impactEffect.cne.ScaleFactor = 1f;
                }
                impactEffect.cne.draw(sb, vector2);
            }
        }
Пример #4
0
        private void UpdateEffect(float t)
        {
            float num = 1f;

            if (this.os.traceTracker.active)
            {
                num = 1.6f;
            }
            this.timer += t * num;
            Vector2 vector2 = new Vector2((float)Math.Sin((double)this.timer * 2.0), (float)Math.Sin((double)this.timer)) * 0.4f + new Vector2(0.5f);

            if (this.isOnFocusPoint && (double)this.focusPointTransitionTime >= 1.20000004768372)
            {
                this.EffectFocus       = this.focusPointLocation;
                this.timeOnFocusPoint += t;
                if (!this.hasDoneBurstForThisFocusPoint)
                {
                    this.ImpactEffects.Add(new TraceKillExe.PointImpactEffect(this.focusPointLocation, this.os));
                    this.hasDoneBurstForThisFocusPoint = true;
                }
                if ((double)this.timeOnFocusPoint >= (double)this.focusPointIdleTime)
                {
                    this.isOnFocusPoint           = false;
                    this.focusPointTransitionTime = 1.2f;
                    this.timeTillNextFocusPoint   = Utils.randm(4f);
                }
            }
            else if (this.isOnFocusPoint && (double)this.focusPointTransitionTime < 1.20000004768372 || !this.isOnFocusPoint && (double)this.focusPointTransitionTime > 0.0)
            {
                this.focusPointTransitionTime += t * (this.isOnFocusPoint ? 1f : -1f);
                float point = this.focusPointTransitionTime / 1.2f;
                this.EffectFocus = Vector2.Lerp(vector2, this.focusPointLocation, Utils.QuadraticOutCurve(point));
            }
            else
            {
                this.EffectFocus             = vector2;
                this.timeTillNextFocusPoint -= t;
                if ((double)this.timeTillNextFocusPoint <= 0.0)
                {
                    this.isOnFocusPoint                = true;
                    this.focusPointTransitionTime      = 0.0f;
                    this.timeOnFocusPoint              = 0.0f;
                    this.hasDoneBurstForThisFocusPoint = false;
                    this.focusPointIdleTime            = Utils.randm(0.1f);
                    this.focusPointLocation            = new Vector2(Utils.randm(1f), Utils.randm(1f));
                }
            }
            for (int index = 0; index < this.ImpactEffects.Count; ++index)
            {
                TraceKillExe.PointImpactEffect impactEffect = this.ImpactEffects[index];
                impactEffect.timeEnabled += t;
                if ((double)impactEffect.timeEnabled > 3.0)
                {
                    this.ImpactEffects.RemoveAt(index);
                    --index;
                }
                else
                {
                    this.ImpactEffects[index] = impactEffect;
                }
            }
        }