Terraria.Tile.color C# (CSharp) Method

color() public method

public color ( ) : byte
return byte
        public byte color()
        {
            return (byte)((uint)this.sTileHeader & 31U);
        }

Same methods

Tile::color ( byte color ) : void

Usage Example

Example #1
0
        public void DrawFreshAnimations(SpriteBatch spriteBatch)
        {
            for (int index = 0; index < this.data.Length; ++index)
            {
                ++this.data[index].animationTimeElapsed;
            }
            if (!Main.SettingsEnabled_MinersWobble)
            {
                return;
            }
            int     num1      = 1;
            Vector2 vector2_1 = new Vector2((float)Main.offScreenRange);

            if (Main.drawToScreen)
            {
                vector2_1 = Vector2.Zero;
            }
            vector2_1 = Vector2.Zero;
            for (int index = 0; index < this.data.Length; ++index)
            {
                if (this.data[index].type == num1)
                {
                    int damage = this.data[index].damage;
                    if (damage >= 20)
                    {
                        int x = this.data[index].X;
                        int y = this.data[index].Y;
                        if (WorldGen.InWorld(x, y, 0))
                        {
                            bool flag1 = Main.tile[x, y] != null;
                            if (flag1 && num1 == 1)
                            {
                                flag1 = flag1 && Main.tile[x, y].active() && Main.tileSolid[(int)Main.tile[x, y].type];
                            }
                            if (flag1 && num1 == 2)
                            {
                                flag1 = flag1 && Main.tile[x, y].wall > (ushort)0;
                            }
                            if (flag1)
                            {
                                bool flag2 = false;
                                bool flag3 = false;
                                if (Main.tile[x, y].type == (ushort)10)
                                {
                                    flag2 = false;
                                }
                                else if (Main.tileSolid[(int)Main.tile[x, y].type] && !Main.tileSolidTop[(int)Main.tile[x, y].type])
                                {
                                    flag2 = true;
                                }
                                else if (WorldGen.IsTreeType((int)Main.tile[x, y].type))
                                {
                                    flag3 = true;
                                    int num2 = (int)Main.tile[x, y].frameX / 22;
                                    int num3 = (int)Main.tile[x, y].frameY / 22;
                                    if (num3 < 9)
                                    {
                                        flag2 = (num2 != 1 && num2 != 2 || (num3 < 6 || num3 > 8)) && ((num2 != 3 || num3 > 2) && ((num2 != 4 || num3 < 3 || num3 > 5) && (num2 != 5 || num3 < 6 || num3 > 8)));
                                    }
                                }
                                else if (Main.tile[x, y].type == (ushort)72)
                                {
                                    flag3 = true;
                                    if (Main.tile[x, y].frameX <= (short)34)
                                    {
                                        flag2 = true;
                                    }
                                }
                                if (flag2 && Main.tile[x, y].slope() == (byte)0 && !Main.tile[x, y].halfBrick())
                                {
                                    int num2 = 0;
                                    if (damage >= 80)
                                    {
                                        num2 = 3;
                                    }
                                    else if (damage >= 60)
                                    {
                                        num2 = 2;
                                    }
                                    else if (damage >= 40)
                                    {
                                        num2 = 1;
                                    }
                                    else if (damage >= 20)
                                    {
                                        num2 = 0;
                                    }
                                    Rectangle rectangle = new Rectangle(this.data[index].crackStyle * 18, num2 * 18, 16, 16);
                                    rectangle.Inflate(-2, -2);
                                    if (flag3)
                                    {
                                        rectangle.X = (4 + this.data[index].crackStyle / 2) * 18;
                                    }
                                    int animationTimeElapsed = this.data[index].animationTimeElapsed;
                                    if ((double)animationTimeElapsed < 10.0)
                                    {
                                        double  num3     = (double)animationTimeElapsed / 10.0;
                                        Color   color1   = Lighting.GetColor(x, y);
                                        float   rotation = 0.0f;
                                        Vector2 zero     = Vector2.Zero;
                                        float   num4     = 0.5f;
                                        float   num5     = (float)num3 % num4 * (1f / num4);
                                        if ((int)(num3 / (double)num4) % 2 == 1)
                                        {
                                            num5 = 1f - num5;
                                        }
                                        Tile      tileSafely        = Framing.GetTileSafely(x, y);
                                        Tile      tile              = tileSafely;
                                        Texture2D requestIfNotReady = Main.instance.TilePaintSystem.TryGetTileAndRequestIfNotReady((int)tileSafely.type, 0, (int)tileSafely.color());
                                        if (requestIfNotReady != null)
                                        {
                                            Vector2 origin    = new Vector2(8f);
                                            Vector2 vector2_2 = new Vector2(1f);
                                            double  num6      = (double)num5 * 0.200000002980232 + 1.0;
                                            float   num7      = 1f - num5;
                                            float   num8      = 1f;
                                            Color   color2    = color1 * (float)((double)num8 * (double)num8 * 0.800000011920929);
                                            Vector2 vector2_3 = vector2_2;
                                            Vector2 scale     = (float)num6 * vector2_3;
                                            Vector2 position  = (new Vector2((float)(x * 16 - (int)Main.screenPosition.X), (float)(y * 16 - (int)Main.screenPosition.Y)) + vector2_1 + origin + zero).Floor();
                                            spriteBatch.Draw(requestIfNotReady, position, new Rectangle?(new Rectangle((int)tile.frameX, (int)tile.frameY, 16, 16)), color2, rotation, origin, scale, SpriteEffects.None, 0.0f);
                                            color2.A = (byte)180;
                                            spriteBatch.Draw(TextureAssets.TileCrack.get_Value(), position, new Rectangle?(rectangle), color2, rotation, origin, scale, SpriteEffects.None, 0.0f);
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
All Usage Examples Of Terraria.Tile::color