Class RoomCamera
- Namespace
- Global
- Assembly
- Assembly-CSharp.dll
- Inheritance
-
RoomCamera
- Inherited Members
-
Constructors
RoomCamera(RainWorldGame, int)
public RoomCamera(RainWorldGame game, int cameraNumber)
Parameters
game RainWorldGame
cameraNumber int
Fields
EXITNUMBERLABELS
public FLabel[,] EXITNUMBERLABELS
Field Value
- FLabel[,]
SnowTexture
public RenderTexture SnowTexture
Field Value
- RenderTexture
SpriteLayerIndex
public Dictionary<string, int> SpriteLayerIndex
Field Value
- Dictionary<string, int>
SpriteLayers
public FContainer[] SpriteLayers
Field Value
- FContainer[]
allEffectColorsTexture
public static Texture2D allEffectColorsTexture
Field Value
- Texture2D
applyPosChangeWhenTextureIsLoaded
public bool applyPosChangeWhenTextureIsLoaded
Field Value
- bool
backgroundGraphic
public FSprite backgroundGraphic
Field Value
- FSprite
bkgwww
Field Value
- WWW
blizzardGraphics
public BlizzardGraphics blizzardGraphics
Field Value
- BlizzardGraphics
cameraNumber
Field Value
- int
cameraTriggerCooldown
public int cameraTriggerCooldown
Field Value
- int
controllerShake
public float controllerShake
Field Value
- float
currentCameraPosition
public int currentCameraPosition
Field Value
- int
currentPalette
public RoomPalette currentPalette
Field Value
- RoomPalette
cutscenePlayer
public AbstractCreature cutscenePlayer
Field Value
- AbstractCreature
dayNightNeedsRefresh
public bool dayNightNeedsRefresh
Field Value
- bool
effect_brightness
public float effect_brightness
Field Value
- float
effect_contrast
public float effect_contrast
Field Value
- float
effect_darkness
public float effect_darkness
Field Value
- float
effect_dayNight
public float effect_dayNight
Field Value
- float
effect_desaturation
public float effect_desaturation
Field Value
- float
effect_hue
Field Value
- float
effect_waterdepth
public float effect_waterdepth
Field Value
- float
empty
Field Value
- Color[]
fadeTexA
public Texture2D fadeTexA
Field Value
- Texture2D
fadeTexB
public Texture2D fadeTexB
Field Value
- Texture2D
followAbstractCreature
public AbstractCreature followAbstractCreature
Field Value
- AbstractCreature
public Vector2 followCreatureInputForward
Field Value
- Vector2
frameCount
Field Value
- int
fullScreenEffect
public FSprite fullScreenEffect
Field Value
- FSprite
fullscreenSync
public bool fullscreenSync
Field Value
- bool
game
public RainWorldGame game
Field Value
- RainWorldGame
ghostFadeTex
public Texture2D ghostFadeTex
Field Value
- Texture2D
ghostMode
Field Value
- float
hardLevelGfxOffset
public Vector2 hardLevelGfxOffset
Field Value
- Vector2
hud
Field Value
- HUD
isRT
Field Value
- bool
lastFadeCoord
public Vector4 lastFadeCoord
Field Value
- Vector4
lastPos
Field Value
- Vector2
lastRect
Field Value
- Rect
leanPos
Field Value
- Vector2
levelGraphic
public FSprite levelGraphic
Field Value
- FSprite
lightBloomAlpha
public float lightBloomAlpha
Field Value
- float
lightBloomAlphaEffect
public RoomSettings.RoomEffect.Type lightBloomAlphaEffect
Field Value
- RoomSettings.RoomEffect.Type
loadingCameraPos
public int loadingCameraPos
Field Value
- int
loadingRoom
Field Value
- Room
mostLikelyNextCamPos
public int mostLikelyNextCamPos
Field Value
- int
mushroomMode
public float mushroomMode
Field Value
- float
offset
Field Value
- Vector2
paletteA
Field Value
- int
paletteB
Field Value
- int
paletteBlend
public float paletteBlend
Field Value
- float
paletteTexture
public Texture2D paletteTexture
Field Value
- Texture2D
pos
Field Value
- Vector2
quenedTexture
public string quenedTexture
Field Value
- string
saintSpamSafety
public int saintSpamSafety
Field Value
- int
seekPos
Field Value
- Vector2
shortcutGraphics
public ShortcutGraphics shortcutGraphics
Field Value
- ShortcutGraphics
singleCameraDrawables
public List<ISingleCameraDrawable> singleCameraDrawables
Field Value
- List<ISingleCameraDrawable>
snowChange
Field Value
- bool
snowLightTex
public Texture2D snowLightTex
Field Value
- Texture2D
sofBlackFade
public float sofBlackFade
Field Value
- float
splitScreenMode
public bool splitScreenMode
Field Value
- bool
spriteLeasers
public List<RoomCamera.SpriteLeaser> spriteLeasers
Field Value
- List<RoomCamera.SpriteLeaser>
takeSaintScreenshot
public bool takeSaintScreenshot
Field Value
- bool
virtualMicrophone
public VirtualMicrophone virtualMicrophone
Field Value
- VirtualMicrophone
voidSeaGoldFilter
public float voidSeaGoldFilter
Field Value
- float
voidSeaMode
Field Value
- bool
waterLight
public WaterLight waterLight
Field Value
- WaterLight
www
Field Value
- WWW
Properties
AboutToSwitchRoom
public bool AboutToSwitchRoom { get; }
Property Value
- bool
DarkPalette
public float DarkPalette { get; }
Property Value
- float
InCutscene
public bool InCutscene { get; }
Property Value
- bool
ScreenShake
public float ScreenShake { get; }
Property Value
- float
backgroundTexture
public Texture2D backgroundTexture { get; }
Property Value
- Texture2D
cutsceneType
public RoomCamera.CameraCutsceneType cutsceneType { get; set; }
Property Value
- RoomCamera.CameraCutsceneType
fadeCoord
public Vector4 fadeCoord { get; }
Property Value
- Vector4
hDisplace
public float hDisplace { get; }
Property Value
- float
levelTexture
public Texture2D levelTexture { get; }
Property Value
- Texture2D
microShake
public float microShake { get; set; }
Property Value
- float
room
public Room room { get; set; }
Property Value
- Room
roomSafeForPause
public bool roomSafeForPause { get; }
Property Value
- bool
sSize
public Vector2 sSize { get; }
Property Value
- Vector2
screenMovementShake
public float screenMovementShake { get; set; }
Property Value
- float
screenShake
public float screenShake { get; set; }
Property Value
- float
Methods
AddSingleCameraDrawable(ISingleCameraDrawable)
public void AddSingleCameraDrawable(ISingleCameraDrawable obj)
Parameters
obj ISingleCameraDrawable
ApplyDepth(Vector2, float)
public Vector2 ApplyDepth(Vector2 ps, float depth)
Parameters
ps Vector2
depth float
Returns
- Vector2
ApplyEffectColorsToAllPaletteTextures(int, int)
public void ApplyEffectColorsToAllPaletteTextures(int color1, int color2)
Parameters
color1 int
color2 int
ApplyEffectColorsToPaletteTexture(ref Texture2D, int, int)
public void ApplyEffectColorsToPaletteTexture(ref Texture2D texture, int color1, int color2)
Parameters
texture Texture2D
color1 int
color2 int
ApplyFade()
ApplyPalette()
public void ApplyPalette()
ApplyPositionChange()
public void ApplyPositionChange()
CamPos(int)
public Vector2 CamPos(int index)
Parameters
index int
Returns
- Vector2
CameraPositionDist(int, Vector2, bool, bool)
public float CameraPositionDist(int camPos, Vector2 testPos, bool onlyInScreen, bool widescreen)
Parameters
camPos int
testPos Vector2
onlyInScreen bool
widescreen bool
Returns
- float
ChangeBothPalettes(int, int, float)
public void ChangeBothPalettes(int palA, int palB, float blend)
Parameters
palA int
palB int
blend float
ChangeCameraToPlayer(AbstractCreature)
public void ChangeCameraToPlayer(AbstractCreature cameraTarget)
Parameters
cameraTarget AbstractCreature
ChangeFadePalette(int, float)
public void ChangeFadePalette(int palB, float blend)
Parameters
palB int
blend float
ChangeMainPalette(int)
public void ChangeMainPalette(int palA)
Parameters
palA int
ChangeRoom(Room, int)
public void ChangeRoom(Room newRoom, int cameraPosition)
Parameters
newRoom Room
cameraPosition int
ClearAllSprites()
public void ClearAllSprites()
DepthAtCoordinate(Vector2)
public float DepthAtCoordinate(Vector2 coord)
Parameters
coord Vector2
Returns
- float
DistanceFromViewedScreen(Vector2)
public float DistanceFromViewedScreen(Vector2 v)
Parameters
v Vector2
Returns
- float
DrawUpdate(float, float)
public void DrawUpdate(float timeStacker, float timeSpeed)
Parameters
timeStacker float
timeSpeed float
EnterCutsceneMode(AbstractCreature, CameraCutsceneType)
public void EnterCutsceneMode(AbstractCreature cutscenePlayer, RoomCamera.CameraCutsceneType type)
Parameters
cutscenePlayer AbstractCreature
type RoomCamera.CameraCutsceneType
ExitCutsceneMode()
public void ExitCutsceneMode()
FadeToPalette(int, bool, int)
public void FadeToPalette(int i, bool b, int i2)
Parameters
i int
b bool
i2 int
FireUpSafariHUD()
public void FireUpSafariHUD()
FireUpSinglePlayerHUD(Player)
public void FireUpSinglePlayerHUD(Player player)
Parameters
player Player
GetCameraBestIndex()
public void GetCameraBestIndex()
IsViewedByCameraPosition(int, Vector2)
public bool IsViewedByCameraPosition(int camPos, Vector2 testPos)
Parameters
camPos int
testPos Vector2
Returns
- bool
IsVisibleAtCameraPosition(int, Vector2)
public bool IsVisibleAtCameraPosition(int camPos, Vector2 testPos)
Parameters
camPos int
testPos Vector2
Returns
- bool
LoadGhostPalette(int)
public void LoadGhostPalette(int gPal)
Parameters
gPal int
LoadPalette(int, ref Texture2D)
public void LoadPalette(int pal, ref Texture2D texture)
Parameters
pal int
texture Texture2D
MoveCamera(Room, int)
public void MoveCamera(Room newRoom, int camPos)
Parameters
newRoom Room
camPos int
MoveCamera(int)
public void MoveCamera(int camPos)
Parameters
camPos int
MoveCamera2(string, int)
public void MoveCamera2(string roomName, int camPos)
Parameters
roomName string
camPos int
MoveObjectToContainer(IDrawable, FContainer)
public void MoveObjectToContainer(IDrawable obj, FContainer container)
Parameters
obj IDrawable
container FContainer
MoveObjectToInternalContainer(IDrawable, IDrawable, int)
public void MoveObjectToInternalContainer(IDrawable obj, IDrawable containerObj, int container)
Parameters
obj IDrawable
containerObj IDrawable
container int
NewObjectInRoom(IDrawable)
public void NewObjectInRoom(IDrawable obj)
Parameters
obj IDrawable
PaletteDarkness()
public float PaletteDarkness()
Returns
- float
PausedDrawUpdate(float, float)
public void PausedDrawUpdate(float timeStacker, float timeSpeed)
Parameters
timeStacker float
timeSpeed float
PixelColorAtCoordinate(Vector2)
public Color PixelColorAtCoordinate(Vector2 coord)
Parameters
coord Vector2
Returns
- Color
PositionCurrentlyVisible(Vector2, float, bool)
public bool PositionCurrentlyVisible(Vector2 testPos, float margin, bool widescreen)
Parameters
testPos Vector2
margin float
widescreen bool
Returns
- bool
PositionVisibleInNextScreen(Vector2, float, bool)
public bool PositionVisibleInNextScreen(Vector2 testPos, float margin, bool widescreen)
Parameters
testPos Vector2
margin float
widescreen bool
Returns
- bool
PreLoadTexture(Room, int)
public void PreLoadTexture(Room room, int camPos)
Parameters
room Room
camPos int
RESETEXITLABELS()
public void RESETEXITLABELS()
RectCurrentlyVisible(Rect, float, bool)
public bool RectCurrentlyVisible(Rect testRect, float margin, bool widescreen)
Parameters
testRect Rect
margin float
widescreen bool
Returns
- bool
RemoveSingleCameraDrawable(ISingleCameraDrawable)
public void RemoveSingleCameraDrawable(ISingleCameraDrawable obj)
Parameters
obj ISingleCameraDrawable
ReplaceDrawable(IDrawable, IDrawable)
public void ReplaceDrawable(IDrawable oldDrawable, IDrawable newDrawable)
Parameters
oldDrawable IDrawable
newDrawable IDrawable
ReturnFContainer(string)
public FContainer ReturnFContainer(string layerName)
Parameters
layerName string
Returns
- FContainer
SaintJourneyScreenshot()
public void SaintJourneyScreenshot()
ScreenMovement(Vector2?, Vector2, float)
public void ScreenMovement(Vector2? sourcePos, Vector2 bump, float shake)
Parameters
sourcePos Vector2?
bump Vector2
shake float
SetUpFullScreenEffect(string)
public void SetUpFullScreenEffect(string container)
Parameters
container string
Update()
UpdateDayNightPalette()
public void UpdateDayNightPalette()
UpdateGhostMode(Room, int)
public void UpdateGhostMode(Room newRoom, int newCamPos)
Parameters
newRoom Room
newCamPos int
UpdatePlayerPosition(Creature)
public void UpdatePlayerPosition(Creature creature)
Parameters
creature Creature
UpdateSnowLight()
public void UpdateSnowLight()
ViewedByCameraPosition(Vector2)
public int ViewedByCameraPosition(Vector2 v)
Parameters
v Vector2
Returns
- int