public void QueueRipple(Vector2 position, float strength = 1f, RippleShape shape = RippleShape.Square, float rotation = 0f)
        {
            float g     = strength * 0.5f + 0.5f;
            float scale = Math.Min(Math.Abs(strength), 1f);

            QueueRipple(position, new Color(0.5f, g, 0f, 1f) * scale, new Vector2(4f * Math.Max(Math.Abs(strength), 1f)), shape, rotation);
        }
示例#2
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        // Token: 0x06001207 RID: 4615 RVA: 0x00412B04 File Offset: 0x00410D04
        public void QueueRipple(Vector2 position, float strength, Vector2 size, RippleShape shape = RippleShape.Square, float rotation = 0f)
        {
            float g     = strength * 0.5f + 0.5f;
            float scale = Math.Min(Math.Abs(strength), 1f);

            this.QueueRipple(position, new Color(0.5f, g, 0f, 1f) * scale, size, shape, rotation);
        }
示例#3
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        public void QueueRipple(Vector2 position, float strength, Vector2 size, RippleShape shape = RippleShape.Square, float rotation = 0.0f)
        {
            float g   = (float)((double)strength * 0.5 + 0.5);
            float num = Math.Min(Math.Abs(strength), 1f);

            this.QueueRipple(position, new Color(0.5f, g, 0.0f, 1f) * num, size, shape, rotation);
        }
示例#4
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        public void QueueRipple(Vector2 position, float strength, Vector2 size, RippleShape shape = RippleShape.Square, float rotation = 0.0f)
        {
            float num1 = (float)((double)strength * 0.5 + 0.5);
            float num2 = Math.Min(Math.Abs(strength), 1f);

            this.QueueRipple(position, Color.op_Multiply(new Color(0.5f, num1, 0.0f, 1f), num2), size, shape, rotation);
        }
示例#5
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 // Token: 0x0600179C RID: 6044 RVA: 0x0043C780 File Offset: 0x0043A980
 public Ripple(Vector2 position, Color waveData, Vector2 size, RippleShape shape, float rotation)
 {
     this.Position = position;
     this.WaveData = waveData;
     this.Size     = size;
     this.Shape    = shape;
     this.Rotation = rotation;
 }
 public Ripple(Vector2 position, Color waveData, Vector2 size, RippleShape shape, float rotation)
 {
     Position = position;
     WaveData = waveData;
     Size     = size;
     Shape    = shape;
     Rotation = rotation;
 }
        public void QueueRipple(Vector2 position, float strength = 1f, RippleShape shape = RippleShape.Square,
                                float rotation = 0.0f)
        {
            var g   = (float)((double)strength * 0.5 + 0.5);
            var num = Math.Min(Math.Abs(strength), 1f);

            this.QueueRipple(position, new Color(0.5f, g, 0.0f, 1f) * num,
                             new Vector2(4f * Math.Max(Math.Abs(strength), 1f)), shape, rotation);
        }
 public void QueueRipple(Vector2 position, Color waveData, Vector2 size, RippleShape shape = RippleShape.Square, float rotation = 0f)
 {
     if (!_useRippleWaves || Main.drawToScreen)
     {
         _rippleQueueCount = 0;
     }
     else if (_rippleQueueCount < _rippleQueue.Length)
     {
         _rippleQueue[_rippleQueueCount++] = new Ripple(position, waveData, size, shape, rotation);
     }
 }
示例#9
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 // Token: 0x06001208 RID: 4616 RVA: 0x00412B58 File Offset: 0x00410D58
 public void QueueRipple(Vector2 position, Color waveData, Vector2 size, RippleShape shape = RippleShape.Square, float rotation = 0f)
 {
     if (!this._useRippleWaves || Main.drawToScreen)
     {
         this._rippleQueueCount = 0;
         return;
     }
     if (this._rippleQueueCount < this._rippleQueue.Length)
     {
         WaterShaderData.Ripple[] arg_4A_0 = this._rippleQueue;
         int rippleQueueCount = this._rippleQueueCount;
         this._rippleQueueCount     = rippleQueueCount + 1;
         arg_4A_0[rippleQueueCount] = new WaterShaderData.Ripple(position, waveData, size, shape, rotation);
     }
 }
示例#10
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 public void QueueRipple(Vector2 position, Color waveData, Vector2 size, RippleShape shape = RippleShape.Square, float rotation = 0.0f)
 {
     if (!this._useRippleWaves || Main.drawToScreen)
     {
         this._rippleQueueCount = 0;
     }
     else
     {
         if (this._rippleQueueCount >= this._rippleQueue.Length)
         {
             return;
         }
         this._rippleQueue[this._rippleQueueCount++] = new WaterShaderData.Ripple(position, waveData, size, shape, rotation);
     }
 }
示例#11
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 public void QueueRipple(Vector2 position, Color waveData, Vector2 size, RippleShape shape = RippleShape.Square, float rotation = 0.0f)
 {
     if (!this._useRippleWaves || Main.drawToScreen)
     {
         this._rippleQueueCount = 0;
     }
     else
     {
         if (this._rippleQueueCount >= this._rippleQueue.Length)
         {
             return;
         }
         WaterShaderData.Ripple[] rippleQueue = this._rippleQueue;
         int rippleQueueCount = this._rippleQueueCount;
         this._rippleQueueCount = rippleQueueCount + 1;
         int index = rippleQueueCount;
         WaterShaderData.Ripple ripple = new WaterShaderData.Ripple(position, waveData, size, shape, rotation);
         rippleQueue[index] = ripple;
     }
 }