using Microsoft.Xna.Framework;
namespace SoulHarvest.Common;
/// <summary>One rendering recipe shared by Blood projectiles and Death echoes.</summary>
internal static class ReaperBloodTrailRenderer
{
internal static void DrawSegment(Vector2 start, Vector2 end, float width,
float opacity)
{
if (width <= 0.01f || opacity <= 0.001f)
return;
DeathDomainPrimitiveTextureSystem.DrawSmoothWorldStrip(start, end,
new Color(104, 0, 18, 0) * (opacity * 0.42f), width + 7f);
DeathDomainPrimitiveTextureSystem.DrawSmoothWorldStrip(start, end,
new Color(246, 20, 54, 235) * (opacity * 0.94f), width + 2.8f);
DeathDomainPrimitiveTextureSystem.DrawSmoothWorldStrip(start, end,
new Color(7, 0, 3, 252) * opacity, width);
}
}
using Microsoft.Xna.Framework;
namespace SoulHarvest.Common;
/// <summary>One rendering recipe shared by Blood projectiles and Death echoes.</summary>
internal static class ReaperBloodTrailRenderer
{
internal static void DrawSegment(Vector2 start, Vector2 end, float width,
float opacity)
{
if (width <= 0.01f || opacity <= 0.001f)
return;
DeathDomainPrimitiveTextureSystem.DrawSmoothWorldStrip(start, end,
new Color(104, 0, 18, 0) * (opacity * 0.42f), width + 7f);
DeathDomainPrimitiveTextureSystem.DrawSmoothWorldStrip(start, end,
new Color(246, 20, 54, 235) * (opacity * 0.94f), width + 2.8f);
DeathDomainPrimitiveTextureSystem.DrawSmoothWorldStrip(start, end,
new Color(7, 0, 3, 252) * opacity, width);
}
}