Files
ForgottenWawiTech/Content/Items/Materials/RGBAlloy.cs
T

67 lines
2.4 KiB
C#

// Animated by British_Raccoon
// and then Axl_The_Protogen
using Terraria.ID;
using Terraria;
using Terraria.ModLoader;
using Terraria.DataStructures;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using ReLogic.Content;
using System;
using Terraria.GameContent;
namespace ForgottenWawiTech.Content.Items.Materials
{
public class RGBAlloy : ModItem
{
private const int FRAME_COUNT = 7;
private const int TICKS_PER_FRAME = 10;
public override void SetStaticDefaults()
{
Main.RegisterItemAnimation(Type, new DrawAnimationVertical(TICKS_PER_FRAME, FRAME_COUNT));
}
public override void SetDefaults()
{
Item.width = 32;
Item.height = 32;
Item.maxStack = 9999;
Item.rare = ItemRarityID.White;
Item.value = Item.buyPrice(gold: 50);
}
public override void AddRecipes()
{
CreateRecipe()
.AddIngredient(ModContent.ItemType<RGBass>(), 1)
.AddIngredient(ModContent.ItemType<MalfunctioningNanites>(), 5)
.AddTile(TileID.Anvils)
.Register();
}
// Some tML setups won't animate dropped items with just RegisterItemAnimation.
// Manually draw the animated frame in-world to ensure it animates when dropped.
public override bool PreDrawInWorld(SpriteBatch spriteBatch, Color lightColor, Color alphaColor, ref float rotation, ref float scale, int whoAmI)
{
Texture2D texture = Terraria.GameContent.TextureAssets.Item[Type].Value;
// Protect against incorrect frame count
int frameHeight = texture.Height / Math.Max(1, FRAME_COUNT);
int frame = (int)((Main.GameUpdateCount / (ulong)Math.Max(1, TICKS_PER_FRAME)) % (ulong)Math.Max(1, FRAME_COUNT));
Rectangle source = new Rectangle(0, frame * frameHeight, texture.Width, frameHeight);
Vector2 drawPos = Item.Center - Main.screenPosition;
Vector2 origin = new Vector2(source.Width / 2f, source.Height / 2f);
// Use alphaColor for dropped items (includes item alpha), multiplied by light
Color drawColor = lightColor;
spriteBatch.Draw(texture, drawPos, source, drawColor, rotation, origin, scale, SpriteEffects.None, 0f);
return false; // we've handled the draw
}
}
}