using System; using Microsoft.Xna.Framework; using Terraria; using Terraria.ModLoader; namespace FabusMod.Projectiles; public class RainbowBullet : ModProjectile { public override void SetStaticDefaults() { //Sets.Homing[Projectile.type] = true; } public override void SetDefaults() { Projectile.width = 2; Projectile.height = 20; Projectile.aiStyle = 1; Projectile.friendly = true; Projectile.hostile = false; Projectile.penetrate = 1; Projectile.timeLeft = 600; Projectile.alpha = 255; Projectile.light = 0.5f; Projectile.ignoreWater = false; Projectile.tileCollide = true; Projectile.extraUpdates = 2; AIType = 14; } public override void AI() { if (Projectile.alpha > 70) { Projectile.alpha -= 15; if (Projectile.alpha < 70) { Projectile.alpha = 70; } } if (Projectile.localAI[0] == 0f) { AdjustMagnitude(ref Projectile.velocity); Projectile.localAI[0] = 1f; } Vector2 move = Vector2.Zero; float distance = 200f; bool target = false; for (int i = 0; i < 200; i++) { if (Main.npc[i].active && !Main.npc[i].dontTakeDamage && !Main.npc[i].friendly && Main.npc[i].lifeMax > 5) { Vector2 newMove = Main.npc[i].Center - Projectile.Center; float distanceTo = (float)Math.Sqrt(newMove.X * newMove.X + newMove.Y * newMove.Y); if (distanceTo < distance) { move = newMove; distance = distanceTo; target = true; } } } if (target) { AdjustMagnitude(ref move); Projectile.velocity = (5f * Projectile.velocity + move) / 6f; AdjustMagnitude(ref Projectile.velocity); } if (Main.rand.NextBool(3)) { int dust1 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType()); Main.dust[dust1].velocity *= 0f; Main.dust[dust1].noGravity = true; int dust2 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType()); Main.dust[dust2].velocity *= 0f; Main.dust[dust2].noGravity = true; int dust3 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType()); Main.dust[dust3].velocity *= 0f; Main.dust[dust3].noGravity = true; } } private void AdjustMagnitude(ref Vector2 vector) { float magnitude = (float)Math.Sqrt(vector.X * vector.X + vector.Y * vector.Y); if (magnitude > 6f) { vector *= 6f / magnitude; } } }