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| TileDrawing (TilePaintSystemV2 paintSystem) |
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void | AddSpecialLegacyPoint (int x, int y) |
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void | AddSpecialLegacyPoint (Point p) |
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void | ClearCachedTileDraws (bool solidLayer) |
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void | Draw (bool solidLayer, bool forRenderTargets, bool intoRenderTargets, int waterStyleOverride=-1) |
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void | DrawLiquidBehindTiles (int waterStyleOverride=-1) |
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void | EmitLivingTreeLeaf (int i, int j, int leafGoreType) |
| Emits a single living tree leaf or other gore instance directly below the target tile.
With a 50% chance, also emits a second leaf or other gore instance directly to the side of the target tile, dependent on wind direction.
Used by vanilla's two types of Living Trees, from which this method and its two submethods get their collective name.
More...
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void | EmitLivingTreeLeaf_Below (int x, int y, int leafGoreType) |
| Emits a single living tree leaf or other gore instance directly below the target tile.
More...
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void | EmitLivingTreeLeaf_Sideways (int x, int y, int leafGoreType) |
| Emits a single living tree leaf or other gore instance directly to the side of the target tile, dependent on wind direction.
More...
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void | GetTileDrawData (int x, int y, Tile tileCache, ushort typeCache, ref short tileFrameX, ref short tileFrameY, out int tileWidth, out int tileHeight, out int tileTop, out int halfBrickHeight, out int addFrX, out int addFrY, out SpriteEffects tileSpriteEffect, out Texture2D glowTexture, out Rectangle glowSourceRect, out Color glowColor) |
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Texture2D | GetTileDrawTexture (Tile tile, int tileX, int tileY) |
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Texture2D | GetTileDrawTexture (Tile tile, int tileX, int tileY, int paintOverride) |
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void | GetTileOutlineInfo (int x, int y, ushort typeCache, ref Color tileLight, ref Texture2D highlightTexture, ref Color highlightColor) |
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float | GetWindCycle (int x, int y, double windCounter) |
| Fetches the degree to which wind would/should affect a tile at the given location. More...
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float | GetWindGridPush (int i, int j, int pushAnimationTimeTotal, float pushForcePerFrame) |
| Determines how much wind should affect a theoretical tile at the target location on the current update tick. More...
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float | GetWindGridPushComplex (int i, int j, int pushAnimationTimeTotal, float totalPushForce, int loops, bool flipDirectionPerLoop) |
| Determines how much wind should affect a theoretical tile at the target location on the current update tick.
More complex version of GetWindGridPush. More...
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void | PostDrawTiles (bool solidLayer, bool forRenderTargets, bool intoRenderTargets) |
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void | PreDrawTiles (bool solidLayer, bool forRenderTargets, bool intoRenderTargets) |
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void | PrepareForAreaDrawing (int firstTileX, int lastTileX, int firstTileY, int lastTileY, bool prepareLazily) |
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void | PreparePaintForTilesOnScreen () |
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bool | ShouldSwayInWind (int x, int y, Tile tileCache) |
| Determines whether or not the tile at the given location should be able to sway in the wind. More...
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void | SpecificHacksForCapture () |
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void | Update () |
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static int | GetBigAnimalCageFrame (int x, int y, int tileFrameX, int tileFrameY) |
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static int | GetSmallAnimalCageFrame (int x, int y, int tileFrameX, int tileFrameY) |
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static int | GetTreeVariant (int x, int y) |
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static int | GetWaterAnimalCageFrame (int x, int y, int tileFrameX, int tileFrameY) |
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static bool | IsTileDangerous (int tileX, int tileY, Player player) |
| Checks if a tile at the given coordinates counts towards tile coloring from the Dangersense buff.
Vanilla only uses Main.LocalPlayer for player
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static bool | IsVisible (Tile tile) |
| Returns true if the tile is visible. Tiles painted with Echo Coating as well as the Echo Platform, Echo Block, and Ghostly Stinkbug Blocker tiles will all be invisible unless the player has Echo Sight (Nearby active Echo Chamber tile or wearing Spectre Goggles) More...
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