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tModLoader v2025.09
A mod to make and play Terraria mods
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Classes | |
struct | LiquidCache |
struct | LiquidDrawCache |
struct | LiquidEdgeData |
Static Public Member Functions | |
static Vector4 | GetShimmerBaseColor (float worldPositionX, float worldPositionY) |
static Color | GetShimmerGlitterColor (bool top, float worldPositionX, float worldPositionY) |
static float | GetShimmerGlitterOpacity (bool top, float worldPositionX, float worldPositionY) |
static float | GetShimmerWave (ref float worldPositionX, ref float worldPositionY) |
static void | Initialize_LiquidData () |
static void | LoadContent () |
static void | SetShimmerVertexColors (ref VertexColors colors, float opacity, int x, int y) |
static VertexColors | SetShimmerVertexColors_Sparkle (ref VertexColors colors, float opacity, int x, int y, bool top) |
Public Attributes | |
Asset< Texture2D >[] | _liquidTextures = new Asset<Texture2D>[15] |
Static Public Attributes | |
static float[] | DEFAULT_OPACITY = new float[LiquidID.Count] |
How strong a liquid's opacity. Liquids like lava and honey use this to make them look more viscous by making things inside the liquid less visible. | |
static LiquidRenderer | Instance |
const float | MIN_LIQUID_SIZE = 0.25f |
static byte[] | VISCOSITY_MASK = new byte[5] |
This is how powerful the ripples are for liquids. Lava and honey use this to have ripples be less strong. Can cause weird visual issues with ripples if set to large numbers like 255. | |
static int[] | WATERFALL_LENGTH = new int[LiquidID.Count] |
Liquids use this to control how many tiles long their liquidfall is. Liquidfalls are drawn whenever there is not a solid block underneath a liquid, most visible when a liquid is overtop of a half block. This makes liquids look less akward when falling downwards. | |
Events | |
Action< Color[], Rectangle > | WaveFilters |