// Idle Effect public override void HoldItem(Player player) { if (Main.time % 3 == 0) { Rectangle r = ModPlayerFists.GetPlayerOnHandRectangle(player, 10); Dust d = Main.dust[Dust.NewDust(r.TopLeft(), r.Width, r.Height, 135, (float)(player.direction * 2), 0f, 100, default(Color), 0.5f)]; d.position += player.position - player.oldPosition; d.velocity = Utils.RandomVector2(Main.rand, -0.5f, 0.5f) + player.velocity * 0.5f - new Vector2(0, player.gravDir); d.noGravity = true; d.fadeIn = 0.85f; d.shader = GameShaders.Armor.GetSecondaryShader(player.cHandOn, player); } }
public override void HoldItem(Player player) { #region Hold Glow effect // Dust effect when Idle Rectangle r = ModPlayerFists.GetPlayerOnHandRectangle(player, 4); Dust d = Dust.NewDustDirect (r.TopLeft(), r.Width, r.Height, 111, 0f, 0f, 0, default(Color), 0.5f); d.velocity *= 0.1f; d.position += player.position - player.oldPosition; d.noGravity = true; d.fadeIn = 0.6f; d.shader = GameShaders.Armor.GetSecondaryShader(player.cHandOn, player); #endregion }
public override void HoldItem(Player player) { ModPlayerFists mpf = player.GetModPlayer <ModPlayerFists>(); if (mpf.IsComboActive) { soundDelay--; if (soundDelay <= 0) { Main.PlaySound(SoundID.Item22.WithVolume(0.3f), player.Center); soundDelay = 25; } Rectangle r = ModPlayerFists.GetPlayerOnHandRectangle(player, 4); Dust d = Dust.NewDustDirect(r.TopLeft(), r.Width, r.Height, DustID.Smoke); float dir = Main.time % 2 == 0 ? -1f : 1f; d.position.X += dir * 4; d.velocity = new Vector2(dir, -1f * player.gravDir); d.shader = GameShaders.Armor.GetSecondaryShader(player.cHandOn, player); } }