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); }
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); } }
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); }
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); }
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); }