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Luminance.xml
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Luminance.xml
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<?xml version="1.0"?>
<doc>
<assembly>
<name>Luminance</name>
</assembly>
<members>
<member name="T:Luminance.Assets.LazyAsset`1">
<summary>
<see cref="T:ReLogic.Content.Asset`1"/> wrapper that facilitates lazy-loading.
</summary>
<typeparam name="AssetType">The asset type.</typeparam>
</member>
<member name="M:Luminance.Assets.LazyAsset`1.#ctor(System.Func{ReLogic.Content.Asset{`0}})">
<summary>
<see cref="T:ReLogic.Content.Asset`1"/> wrapper that facilitates lazy-loading.
</summary>
<typeparam name="AssetType">The asset type.</typeparam>
</member>
<member name="P:Luminance.Assets.LazyAsset`1.Asset">
<summary>
The lazy-initialized asset.
</summary>
</member>
<member name="P:Luminance.Assets.LazyAsset`1.Value">
<summary>
The value underlying this asset.
</summary>
</member>
<member name="M:Luminance.Assets.LazyAsset`1.Request(System.String,ReLogic.Content.AssetRequestMode)">
<summary>
Requests an asset, wrapped in a <see cref="T:Luminance.Assets.LazyAsset`1"/>.
</summary>
<param name="path">The path to the asset.</param>
<param name="requestMode">The request mode by which the asset should be loaded. Defaults to <see cref="F:ReLogic.Content.AssetRequestMode.AsyncLoad"/>.</param>
</member>
<member name="F:Luminance.Common.Easings.EasingCurves.Elastic">
<summary>
An elastic easing curves. Characterized chiefly by small bumps at extreme points.
</summary>
</member>
<member name="F:Luminance.Common.Easings.EasingCurves.Linear">
<summary>
A linear easing curve.
</summary>
</member>
<member name="F:Luminance.Common.Easings.EasingCurves.Sine">
<summary>
A sine easing curve.
</summary>
</member>
<member name="F:Luminance.Common.Easings.EasingCurves.Exp">
<summary>
An exponential easing curve.
</summary>
</member>
<member name="F:Luminance.Common.Easings.EasingCurves.Circ">
<summary>
A circular easing curve.
</summary>
</member>
<member name="F:Luminance.Common.Easings.EasingCurves.Quadratic">
<summary>
A polynomial easing curve of degree 2.
</summary>
</member>
<member name="F:Luminance.Common.Easings.EasingCurves.Cubic">
<summary>
A polynomial easing curve of degree 3.
</summary>
</member>
<member name="F:Luminance.Common.Easings.EasingCurves.Quartic">
<summary>
A polynomial easing curve of degree 4.
</summary>
</member>
<member name="F:Luminance.Common.Easings.EasingCurves.Quintic">
<summary>
A polynomial easing curve of degree 5.
</summary>
</member>
<member name="F:Luminance.Common.Easings.EasingCurves.Sextic">
<summary>
A polynomial easing curve of degree 6.
</summary>
</member>
<member name="M:Luminance.Common.Easings.EasingCurves.MakePoly(System.Single)">
<summary>
Creates a polynomial easing curves with an arbitrary exponent/potentially-non-integer degree.
</summary>
<param name="exponent">The exponent of the polynomial curve.</param>
</member>
<member name="T:Luminance.Common.Easings.EasingType">
<summary>
An easing mode.
</summary>
<remarks>
"In" curves start out slowly but gradually reach their end value, similar to an x^2 function.<br></br>
"Out" curves start out quickly but gradually slow down to reach their end value, similar to an x^0.5 function.<br></br>
"InOut" curves start out and end gradually, but accelerate near the middle, similar to a smoothstep function.
</remarks>
</member>
<member name="T:Luminance.Common.Easings.PiecewiseCurve.CurveSegment">
<summary>
A piecewise curve that takes up a part of the domain of a <see cref="T:Luminance.Common.Easings.PiecewiseCurve"/>, specifying the equivalent range and curvature in said domain.
</summary>
</member>
<member name="M:Luminance.Common.Easings.PiecewiseCurve.CurveSegment.#ctor(System.Single,System.Single,System.Single,System.Single,Luminance.Common.Easings.EasingCurves.Curve,Luminance.Common.Easings.EasingType)">
<summary>
A piecewise curve that takes up a part of the domain of a <see cref="T:Luminance.Common.Easings.PiecewiseCurve"/>, specifying the equivalent range and curvature in said domain.
</summary>
</member>
<member name="F:Luminance.Common.Easings.PiecewiseCurve.segments">
<summary>
The list of <see cref="T:Luminance.Common.Easings.PiecewiseCurve.CurveSegment"/> that encompass the entire 0-1 domain of this function.
</summary>
</member>
<member name="M:Luminance.Common.Easings.PiecewiseCurve.Add(Luminance.Common.Easings.EasingCurves.Curve,Luminance.Common.Easings.EasingType,System.Single,System.Single,System.Nullable{System.Single})">
<summary>
Inserts a new easing curve into the domain of the overall piecewise curve.
</summary>
<param name="curve">The curve to insert.</param>
<param name="curveType">The type to use when evaluating the curve, such as In, Out, or InOut.</param>
<param name="endingHeight">The ending height of the curve.</param>
<param name="animationEnd">The ending input domain for the newly added curve. Must be greater than 0 and less than or equal to 1.</param>
<param name="startingHeight">An optional starting height for the curve. Defaults to the ending height of the last curve, or 0 if there are no curves yet.</param>
<returns>The original easing curve, for method chaining purposes.</returns>
<exception cref="T:System.InvalidOperationException"></exception>
</member>
<member name="M:Luminance.Common.Easings.PiecewiseCurve.Evaluate(System.Single)">
<summary>
Evaluates the result of the chained easing curves as a given 0-1 interpolant value.
</summary>
<remarks>
The interpolant value is automatically clamped between 0-1 by this method, since the domain of piecewise curves exists solely within those bounds.
</remarks>
<param name="interpolant">The interpolant input to evaluate at.</param>
</member>
<member name="T:Luminance.Common.Easings.PiecewiseRotation.CurveSegment">
<summary>
A piecewise rotation curve that takes up a part of the domain of a <see cref="T:Luminance.Common.Easings.PiecewiseRotation"/>, specifying the equivalent range and curvature in said domain.
</summary>
</member>
<member name="M:Luminance.Common.Easings.PiecewiseRotation.CurveSegment.#ctor(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion,System.Single,System.Single,Luminance.Common.Easings.EasingCurves.Curve,Luminance.Common.Easings.EasingType)">
<summary>
A piecewise rotation curve that takes up a part of the domain of a <see cref="T:Luminance.Common.Easings.PiecewiseRotation"/>, specifying the equivalent range and curvature in said domain.
</summary>
</member>
<member name="F:Luminance.Common.Easings.PiecewiseRotation.segments">
<summary>
The list of <see cref="T:Luminance.Common.Easings.PiecewiseRotation.CurveSegment"/> that encompass the entire 0-1 domain of this function.
</summary>
</member>
<member name="M:Luminance.Common.Easings.PiecewiseRotation.Add(Luminance.Common.Easings.EasingCurves.Curve,Luminance.Common.Easings.EasingType,Microsoft.Xna.Framework.Quaternion,System.Single,System.Nullable{Microsoft.Xna.Framework.Quaternion})">
<summary>
Adds a new interpolation step to this piecewise rotation curve, encompassing a part of the animation function's domain.
</summary>
<param name="curve">The curve.</param>
<param name="curveType">The type of curve to use.</param>
<param name="endingRotation">The ending rotation to interpolate between.</param>
<param name="animationEnd">The ending interpolant that this rotation should encompass.</param>
<param name="startingRotation">The starting rotation to interpolate between. Uses the last <see cref="F:Luminance.Common.Easings.PiecewiseRotation.segments"/> rotation by default, assuming it isn't empty.</param>
<returns>The original rotation, for method chaining purposes.</returns>
<exception cref="T:System.InvalidOperationException"></exception>
</member>
<member name="M:Luminance.Common.Easings.PiecewiseRotation.Evaluate(System.Single,System.Boolean,System.Int32)">
<summary>
Evaluates the overall rotation curve, interpolating between configurations as necessary.
</summary>
<param name="animationInterpolant">The animation completion interpolant.</param>
<param name="takeOptimalRoute">Whether rotations should take the optimal route in cases where the rotational difference exceeds 180 degrees. One might want this disabled for giant swings, so that the full arc is travelled.</param>
<param name="inversionDirection">The direction of inversion with respect to the optimal route taking.</param>
</member>
<member name="M:Luminance.Common.Reflection.AutomatedMethodInvokeAttribute.InvokeWithAttribute(System.Object)">
<summary>
Invokes all methods marked with a <see cref="T:Luminance.Common.Reflection.AutomatedMethodInvokeAttribute"/> for a given object.
</summary>
<param name="instance">The object instance to check methods for.</param>
</member>
<member name="T:Luminance.Common.StateMachines.AutoloadAsBehavior`2">
<summary>
Marks a method as assositated with the provided <typeparamref name="TStateIdentifier"/> for the purpose of automated state machine behavior linking.
</summary>
<param name="assosiatedState">The state to register this method as behavior for.</param>
</member>
<member name="M:Luminance.Common.StateMachines.AutoloadAsBehavior`2.#ctor(`1)">
<summary>
Marks a method as assositated with the provided <typeparamref name="TStateIdentifier"/> for the purpose of automated state machine behavior linking.
</summary>
<param name="assosiatedState">The state to register this method as behavior for.</param>
</member>
<member name="F:Luminance.Common.StateMachines.AutoloadAsBehavior`2.AssosiatedState">
<summary>
The assosiated state of the method.
</summary>
</member>
<member name="M:Luminance.Common.StateMachines.AutoloadAsBehavior`2.FillStateMachineBehaviors``1(Luminance.Common.StateMachines.PushdownAutomata{`0,`1},``0)">
<summary>
Fills the <paramref name="stateMachine"/>'s behaviors with all methods in the providedinstance that have this attribute.
</summary>
<typeparam name="TInstanceType">The type of the instance that will access the methods.</typeparam>
<param name="stateMachine">The state machine to fill.</param>
<param name="instance">The instance to access the methods with.</param>
</member>
<member name="T:Luminance.Common.StateMachines.EntityAIState`1">
<summary>
An implementation of <see cref="T:Luminance.Common.StateMachines.IState`1"/> that adds only a simple integer timer.
</summary>
<typeparam name="TStateIdentifier">The type that this state is associated with.</typeparam>
<param name="identifier">The identifying value for this specific state.</param>
</member>
<member name="M:Luminance.Common.StateMachines.EntityAIState`1.#ctor(`0)">
<summary>
An implementation of <see cref="T:Luminance.Common.StateMachines.IState`1"/> that adds only a simple integer timer.
</summary>
<typeparam name="TStateIdentifier">The type that this state is associated with.</typeparam>
<param name="identifier">The identifying value for this specific state.</param>
</member>
<member name="P:Luminance.Common.StateMachines.EntityAIState`1.Identifier">
<summary>
The identifier for this state.
</summary>
</member>
<member name="F:Luminance.Common.StateMachines.EntityAIState`1.Time">
<summary>
A local timer that exists for use by this state.
</summary>
</member>
<member name="T:Luminance.Common.StateMachines.IState`1">
<summary>
Represents an abstraction of a state within a <see cref="T:Luminance.Common.StateMachines.PushdownAutomata`2"/>, containing local information specific to the state, such as timers or switches, as it sits within the stack.
</summary>
<typeparam name="TStateIdentifier"></typeparam>
</member>
<member name="P:Luminance.Common.StateMachines.IState`1.Identifier">
<summary>
The identifier for this state.
</summary>
</member>
<member name="M:Luminance.Common.StateMachines.IState`1.OnPopped">
<summary>
A method called whenever this state is popped from the stack in the <see cref="T:Luminance.Common.StateMachines.PushdownAutomata`2"/>.
</summary>
</member>
<member name="T:Luminance.Common.StateMachines.PushdownAutomata`2.TransitionHijack">
<summary>
Represents a framework for hijacking a transition's final state selection.
This is useful for allowing states to transition to something customized when its default transition condition has been triggered, without having to duplicate conditions many times.
</summary>
</member>
<member name="M:Luminance.Common.StateMachines.PushdownAutomata`2.TransitionHijack.#ctor(System.Func{System.Nullable{`1},System.Nullable{`1}},System.Action{System.Nullable{`1}})">
<summary>
Represents a framework for hijacking a transition's final state selection.
This is useful for allowing states to transition to something customized when its default transition condition has been triggered, without having to duplicate conditions many times.
</summary>
</member>
<member name="T:Luminance.Common.StateMachines.PushdownAutomata`2.TransitionInfo">
<summary>
Represents a framework for a state transition's information.
</summary>
</member>
<member name="M:Luminance.Common.StateMachines.PushdownAutomata`2.TransitionInfo.#ctor(System.Nullable{`1},System.Boolean,System.Func{System.Boolean},System.Action)">
<summary>
Represents a framework for a state transition's information.
</summary>
</member>
<member name="T:Luminance.Common.StateMachines.PushdownAutomata`2.OnStateTransitionDelegate">
<summary>
Delegate for actions that run when <see cref="E:Luminance.Common.StateMachines.PushdownAutomata`2.OnStateTransition"/> is fired.
</summary>
</member>
<member name="F:Luminance.Common.StateMachines.PushdownAutomata`2.StateBehaviors">
<summary>
A collection of custom states that should be performed when a state is ongoing.
</summary>
</member>
<member name="F:Luminance.Common.StateMachines.PushdownAutomata`2.HijackActions">
<summary>
A list of hijack actions to perform during a state transition.
</summary>
</member>
<member name="F:Luminance.Common.StateMachines.PushdownAutomata`2.StateRegistry">
<summary>
A generalized registry of states with individualized data.
</summary>
</member>
<member name="F:Luminance.Common.StateMachines.PushdownAutomata`2.StateStack">
<summary>
The state stack for the automaton.
</summary>
</member>
<member name="P:Luminance.Common.StateMachines.PushdownAutomata`2.CurrentState">
<summary>
The current state of the automaton.
</summary>
</member>
<member name="E:Luminance.Common.StateMachines.PushdownAutomata`2.OnStatePop">
<summary>
The set of actions that should occur when a state is popped.
</summary>
</member>
<member name="E:Luminance.Common.StateMachines.PushdownAutomata`2.OnStateTransition">
<summary>
The set of actions that should occur when a state transition occurs.
</summary>
</member>
<member name="M:Luminance.Common.StateMachines.PushdownAutomata`2.RegisterState(`0)">
<summary>
Registers a state in the registry.
</summary>
<param name="state">The state to register.</param>
</member>
<member name="M:Luminance.Common.StateMachines.PushdownAutomata`2.RegisterStateBehavior(`1,System.Action)">
<summary>
Links an action to a state identifier as its behavior.
</summary>
<remarks>
Consider using <see cref="T:Luminance.Common.StateMachines.AutoloadAsBehavior`2"/> instead of this method to reduce boilerplate.
</remarks>
<param name="state"></param>
<param name="behavior"></param>
</member>
<member name="M:Luminance.Common.StateMachines.PushdownAutomata`2.RegisterTransition(`1,System.Nullable{`1},System.Boolean,System.Func{System.Boolean},System.Action)">
<summary>
Registers a transition between two states.
</summary>
<param name="initialState">The state to transition from.</param>
<param name="newState">The state to transition to.</param>
<param name="rememberPreviousState">Whether to pop the initial state or not, useful for states that pause other states instead of replacing them.</param>
<param name="transitionCondition">The condition that must be fulfilled for the transition to occur.</param>
<param name="transitionCallback">An optional action that runs when the transition occurs.</param>
</member>
<member name="M:Luminance.Common.StateMachines.PushdownAutomata`2.ApplyToAllStatesExcept(System.Action{`1},`1[])">
<summary>
Applies an action to every registered state in this machine, barring any provided exceptions. A good use example is for states that interrupt most other states if a certain condition is met.
</summary>
<param name="action">The action to perform.</param>
<param name="exceptions">The list of exceptions.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.FindGroundVertical(Microsoft.Xna.Framework.Point)">
<summary>
Shifts a point until it reaches level ground.
</summary>
<param name="p">The original point.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.FindGround(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Vector2)">
<summary>
Shifts a point until it reaches level ground.
</summary>
<param name="p">The original point.</param>
<param name="direction">The direction to search in.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.DrawAfterimagesCentered(Terraria.Projectile,System.Int32,Microsoft.Xna.Framework.Color,System.Int32,System.Nullable{System.Int32},System.Single,System.Single,Microsoft.Xna.Framework.Graphics.Texture2D,System.Boolean)">
<summary>
Draws a projectile as a series of afterimages. The first of these afterimages is centered on the center of the projectile's hitbox.<br />
This function is guaranteed to draw the projectile itself, even if it has no afterimages and/or the Afterimages config option is turned off.
</summary>
<param name="proj">The projectile to be drawn.</param>
<param name="mode">The type of afterimage drawing code to use. Vanilla Terraria has three options: 0, 1, and 2.</param>
<param name="lightColor">The light color to use for the afterimages.</param>
<param name="typeOneIncrement">If mode 1 is used, this controls the loop increment. Set it to more than 1 to skip afterimages.</param>
<param name="afterimageCountOverride">An optional override to set the amount of afterimages that are drawn.</param>
<param name="minScale">The minimum scaling factor across the afterimages. Defaults to 1, but values below that allow for afterimages to "shrink" as they get smaller.</param>
<param name="positionClumpInterpolant">An interpolant that determines how clumped afterimages are to the original position via Vector2.Lerp(afterimagePosition, Projectile.Center, positionClumpInterpolant).</param>
<param name="texture">The texture to draw. Set to <b>null</b> to draw the projectile's own loaded texture.</param>
<param name="drawCentered">If <b>false</b>, the afterimages will be centered on the projectile's position instead of its own center.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.DrawBloomLine(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Color,System.Single)">
<summary>
Draws a simple bloom line from a starting point to an ending point. Positional parameters are expected to be in world position.
<br></br>
This method expects to be drawn with <see cref="F:Microsoft.Xna.Framework.Graphics.BlendState.Additive"/>.
</summary>
<param name="spriteBatch">The sprite batch to draw the line with.</param>
<param name="start">The world position of the start of the line.</param>
<param name="end">The world position of the end of the line.</param>
<param name="color">The color of the line.</param>
<param name="width">How wide the line should be.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.MulticolorLerp(System.Single,Microsoft.Xna.Framework.Color[])">
<summary>
Returns a color interpolation similar to <see cref="M:Microsoft.Xna.Framework.Color.Lerp(Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color,System.Single)"/> that supports multiple colors.
</summary>
<param name="interpolant">The 0-1 incremental value used when interpolating.</param>
<param name="colors">The various colors to interpolate across.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.ColorSwap(Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Color,System.Single)">
<summary>
Returns a color lerp that allows for smooth transitioning between two given colors.
</summary>
<param name="firstColor">The first color you want it to switch between.</param>
<param name="secondColor">The second color you want it to switch between.</param>
<param name="seconds">How long you want it to take to swap between colors. This accounts for dividing by zero errors.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.HueShift(Microsoft.Xna.Framework.Color,System.Single)">
<summary>
Hue shifts a given color by a desired amount. The hue spectrum is within a 0-1 range.
</summary>
<param name="color">The original color.</param>
<param name="hueOffset">The amount to offset the hue by.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.FlipOriginByDirection(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Graphics.SpriteEffects)">
<summary>
Flips an origin around a <see cref="T:Microsoft.Xna.Framework.Graphics.Texture2D"/> in accordance with a <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteEffects"/> direction.
</summary>
<param name="texture">The texture to flip based on.</param>
<param name="origin">The unmodified origin.</param>
<param name="flipDirection">The direction to use as a basis for flipping.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.FlipOriginByDirection(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Graphics.SpriteEffects)">
<summary>
Flips an origin around a <see cref="T:Microsoft.Xna.Framework.Rectangle"/> frame in accordance with a <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteEffects"/> direction.
</summary>
<param name="frame">The frame to flip based on.</param>
<param name="origin">The unmodified origin.</param>
<param name="flipDirection">The direction to use as a basis for flipping.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.GetLaserControlPoints(Terraria.Projectile,System.Int32,System.Single,System.Nullable{Microsoft.Xna.Framework.Vector2})">
<summary>
Generates an arbitrary quantity of evenly spaced laser point positions for a projectile. Commonly used when calculating points for primitive-based laser beams.
</summary>
<param name="projectile">The projectile to calculate positions from.</param>
<param name="samplesCount">The amount of subdivisions that should be performed. Larger values are more precise, but also more computationally expensive to use.</param>
<param name="laserLength">The length of the laser. Used for determining the end point of the laser.</param>
<param name="laserDirection">The direction of the laser. By default uses the unit direction of the projectile's velocity.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.CalculatePrimitiveMatrices(System.Int32,System.Int32,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@,System.Boolean)">
<summary>
Calculates matrices for usage by vertex shaders, notably in the context of primitive meshes.
</summary>
<param name="width">The width of the overall view.</param>
<param name="height">The height of the overall view.</param>
<param name="viewMatrix">The view matrix.</param>
<param name="projectionMatrix">The projection matrix.</param>
<param name="ui">Whether this is for UI. Controls whether gravity screen flipping is taken into account.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.GetCustomSkyBackgroundMatrix">
<summary>
Calculates a <see cref="T:Microsoft.Xna.Framework.Matrix"/> for the purpose of <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteBatch"/> resets in the context of background/sky drawing.
</summary>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.WorldSpaceToScreenUV(Microsoft.Xna.Framework.Vector2)">
<summary>
Converts world positions to 0-1 UV values relative to the screen. This is incredibly useful when supplying position data to screen shaders.
</summary>
<param name="worldPosition">The world position.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.SwapToRenderTarget(Microsoft.Xna.Framework.Graphics.RenderTarget2D,System.Nullable{Microsoft.Xna.Framework.Color})">
<summary>
Swaps the <see cref="T:Microsoft.Xna.Framework.Graphics.GraphicsDevice"/> to a desired render target and clears said render target's contents.
<br></br>
Be careful when using this method. Render targets have been observed to cause significant lag on weaker devices, and as such should be manipulated only as necessary.
</summary>
<param name="renderTarget">The desired render target.</param>
<param name="flushColor">The color to reset the render target's contents to. Defaults to <see cref="P:Microsoft.Xna.Framework.Color.Transparent"/>.</param>
</member>
<member name="P:Luminance.Common.Utilities.Utilities.SubtractiveBlending">
<summary>
A blend state that works opposite to <see cref="F:Microsoft.Xna.Framework.Graphics.BlendState.Additive"/>, making colors darker based on intensity rather than brighter.
</summary>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.UseBlendState(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Graphics.BlendState)">
<summary>
Resets a sprite batch with a desired <see cref="T:Microsoft.Xna.Framework.Graphics.BlendState"/>. The <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteSortMode"/> is specified as <see cref="F:Microsoft.Xna.Framework.Graphics.SpriteSortMode.Deferred"/>. If <see cref="F:Microsoft.Xna.Framework.Graphics.SpriteSortMode.Immediate"/> is needed, use <see cref="M:Luminance.Common.Utilities.Utilities.PrepareForShaders(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Graphics.BlendState,System.Boolean)"/> instead.
<br></br>
Like any sprite batch resetting function, use this sparingly. Overusage (such as performing this operation multiple times per frame) will lead to significantly degraded performance on weaker systems.
</summary>
<param name="spriteBatch">The sprite batch.</param>
<param name="newBlendState">The desired blend state.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.PrepareForShaders(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Graphics.BlendState,System.Boolean)">
<summary>
Resets the sprite batch with <see cref="F:Microsoft.Xna.Framework.Graphics.SpriteSortMode.Immediate"/> blending, along with an optional <see cref="T:Microsoft.Xna.Framework.Graphics.BlendState"/>. For use when shaders are necessary.
<br></br>
Like any sprite batch resetting function, use this sparingly. Overusage (such as performing this operation multiple times per frame) will lead to significantly degraded performance on weaker devices.
</summary>
<param name="spriteBatch">The sprite batch.</param>
<param name="newBlendState">An optional blend state. If none is supplied, <see cref="F:Microsoft.Xna.Framework.Graphics.BlendState.AlphaBlend"/> is used.</param>
<param name="ui">Whether this is for UI drawing or not. Controls what matrix is used.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.ResetToDefault(Microsoft.Xna.Framework.Graphics.SpriteBatch,System.Boolean)">
<summary>
Resets the sprite batch to its 'default' state relative to most effects in the game, with a default blend state and sort mode. For use after the sprite batch state has been altered and needs to be reset.
<br></br>
Like any sprite batch resetting function, use this sparingly. Overusage (such as performing this operation multiple times per frame) will lead to significantly degraded performance on weaker systems.
</summary>
<param name="spriteBatch">The sprite batch.</param>
<param name="end">Whether to call <see cref="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.End"/> first and flush the contents of the previous draw batch. Defaults to true.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.ResetToDefaultUI(Microsoft.Xna.Framework.Graphics.SpriteBatch,System.Boolean)">
<summary>
Resets the sprite batch to its 'default' state relative to the UI, with a default blend state and sort mode. For use after the sprite batch state has been altered and needs to be reset.
<br></br>
Like any sprite batch resetting function, use this sparingly. Overusage (such as performing this operation multiple times per frame) will lead to significantly degraded performance on weaker systems.
</summary>
<param name="spriteBatch">The sprite batch.</param>
<param name="end">Whether to call <see cref="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.End"/> first and flush the contents of the previous draw batch. Defaults to true.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.PrepareScreenCullRasterizer">
<summary>
Prepares a specialized <see cref="T:Microsoft.Xna.Framework.Graphics.RasterizerState"/> with enabled screen culling, for efficiency reasons. It also informs the <see cref="T:Microsoft.Xna.Framework.Graphics.GraphicsDevice"/> of this change.
</summary>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch,Luminance.Core.Graphics.AtlasTexture,Microsoft.Xna.Framework.Vector2,System.Nullable{Microsoft.Xna.Framework.Rectangle},Microsoft.Xna.Framework.Color,System.Single,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{Microsoft.Xna.Framework.Vector2},Microsoft.Xna.Framework.Graphics.SpriteEffects)">
<summary>
Draws an atlas texture to the screen.
</summary>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.OnRightSideOf(Terraria.Entity,Microsoft.Xna.Framework.Vector2)">
<summary>
Determine whether a given destination point is right of a given entity.
</summary>
<param name="entity">The entity to check relative to.</param>
<param name="destination">The point to check.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.OnRightSideOf(Terraria.Entity,Terraria.Entity)">
<summary>
Determine whether a given destination point is right of a given entity.
</summary>
<param name="entity">The entity to check relative to.</param>
<param name="other">The other entity whose center point should be checked.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.SafeDirectionTo(Terraria.Entity,Microsoft.Xna.Framework.Vector2)">
<summary>
Calculates the direction to a given position from an entity with safely performed underlying normalization.
</summary>
<param name="entity">The entity to perform the calculations relative to.</param>
<param name="destination">The position to get the direction towards.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.HorizontalDirectionTo(Terraria.Entity,Microsoft.Xna.Framework.Vector2)">
<summary>
Calculates the X direction to a given position from an entity.
</summary>
<param name="entity">The entity to perform the calculations relative to.</param>
<param name="destination">The position to get the direction towards.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.SetLifeMaxByMode(Terraria.NPC,System.Int32,System.Int32,System.Int32)">
<summary>
Defines a given <see cref="T:Terraria.NPC"/>'s HP based on the current difficulty mode.
</summary>
<param name="npc">The NPC to set the HP for.</param>
<param name="normalModeHP">HP value for normal mode</param>
<param name="expertModeHP">HP value for expert mode</param>
<param name="masterModeHP">HP value for master mode</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.ExcludeFromBestiary(Terraria.ModLoader.ModNPC)">
<summary>
Excludes a given <see cref="T:Terraria.NPC"/> from the bestiary completely.
</summary>
<param name="npc">The NPC to apply the bestiary deletion to.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.As``1(Terraria.NPC)">
<summary>
A simple utility that gracefully gets a <see cref="T:Terraria.NPC"/>'s <see cref="P:Terraria.NPC.ModNPC"/> instance as a specific type without having to do clunky casting.
</summary>
<remarks>
In the case of casting errors, this will create a log message that informs the user of the failed cast and fall back on a dummy instance.
</remarks>
<typeparam name="TNPC">The ModNPC type to convert to.</typeparam>
<param name="n">The NPC to access the ModNPC from.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.AnyBosses">
<summary>
Checks if any bosses are present this frame.
</summary>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.GrantInfiniteFlight(Terraria.Player)">
<summary>
Gives a given <see cref="T:Terraria.Player"/> infinite flight.
</summary>
<param name="p">The player to apply infinite flight to.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.HeldMouseItem(Terraria.Player)">
<summary>
Gets the current mouse item for a given <see cref="T:Terraria.Player"/>. This supports <see cref="F:Terraria.Main.mouseItem"/> (the item held by the cursor) and <see cref="P:Terraria.Player.HeldItem"/> (the item in use with the hotbar).
</summary>
<param name="player">The player to retrieve the mouse item for.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.NewProjectileBetter(Terraria.DataStructures.IEntitySource,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Single,System.Int32,System.Single,System.Single,System.Single)">
<summary>
Summons a projectile of a specific type while also adjusting damage for vanilla spaghetti regarding hostile projectiles.
</summary>
<param name="source">The source of the projectile.</param>
<param name="spawnX">The X spawn position of the projectile.</param>
<param name="spawnY">The Y spawn position of the projectile.</param>
<param name="velocityX">The X velocity of the projectile.</param>
<param name="velocityY">The Y velocity of the projectile</param>
<param name="type">The id of the projectile type that should be spawned.</param>
<param name="damage">The damage of the projectile.</param>
<param name="knockback">The knockback of the projectile.</param>
<param name="owner">The owner index of the projectile.</param>
<param name="ai0">An optional <see cref="F:Terraria.NPC.ai"/>[0] fill value. Defaults to 0.</param>
<param name="ai1">An optional <see cref="F:Terraria.NPC.ai"/>[1] fill value. Defaults to 0.</param>
<param name="ai2">An optional <see cref="F:Terraria.NPC.ai"/>[2] fill value. Defaults to 0.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.NewProjectileBetter(Terraria.DataStructures.IEntitySource,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Int32,System.Int32,System.Single,System.Int32,System.Single,System.Single,System.Single)">
<summary>
Summons a projectile of a specific type while also adjusting damage for vanilla spaghetti regarding hostile projectiles.
</summary>
<param name="source">The source of the projectile.</param>
<param name="center">The spawn position of the projectile.</param>
<param name="velocity">The velocity of the projectile</param>
<param name="type">The id of the projectile type that should be spawned.</param>
<param name="damage">The damage of the projectile.</param>
<param name="knockback">The knockback of the projectile.</param>
<param name="owner">The owner index of the projectile.</param>
<param name="ai0">An optional <see cref="F:Terraria.NPC.ai"/>[0] fill value. Defaults to 0.</param>
<param name="ai1">An optional <see cref="F:Terraria.NPC.ai"/>[1] fill value. Defaults to 0.</param>
<param name="ai2">An optional <see cref="F:Terraria.NPC.ai"/>[2] fill value. Defaults to 0.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.AllProjectilesByID(System.Int32[])">
<summary>
Returns all projectiles present of a specific type.
</summary>
<param name="desiredTypes">The projectile type to check for.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.IsFinalExtraUpdate(Terraria.Projectile)">
<summary>
Determines if a <see cref="T:Terraria.Projectile"/> is on its final extra update. Useful for things like timer increments, which may only want to be performed once every frame.
</summary>
<param name="p">The projectile to check.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.AnyProjectiles(System.Int32)">
<summary>
Checks if a given projectile ID is present anywhere.
</summary>
<param name="projectileID">The projectile ID to check for.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.CountProjectiles(System.Int32[])">
<summary>
Counts the amount of projectiles of any given IDs.
</summary>
<param name="desiredTypes">The projectile IDs to check for.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.IsOffscreen(Terraria.Projectile)">
<summary>
Checks whether the projectile's hitbox intersects the screen, accounting for the <see cref="F:Terraria.ID.ProjectileID.Sets.DrawScreenCheckFluff"/> setting.
</summary>
<param name="p">The projectile to check.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.As``1(Terraria.Projectile)">
<summary>
A simple utility that gracefully gets a <see cref="T:Terraria.Projectile"/>'s <see cref="P:Terraria.Projectile.ModProjectile"/> instance as a specific type without having to do clunky casting.
</summary>
<remarks>
In the case of casting errors, this will create a log message that informs the user of the failed cast and fall back on a dummy instance.
</remarks>
<typeparam name="TProjectile">The ModProjectile type to convert to.</typeparam>
<param name="p">The Projectile to access the ModProjectile from.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.FindProjectileByIdentity(System.Int32,System.Int32)">
<summary>
Finds the projectile with the current identity that belongs to the provided owner.
</summary>
<returns>The projectile, null if one was not found.</returns>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.LightHitWire(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Enables toggled tile states on the X frame based on whether a wire signal is flowing through the tile.
<br></br>
This works for multi-framed tiles, checking the top-left-most tile.
</summary>
<param name="type">The tile's ID.</param>
<param name="x">The X position of the tile.</param>
<param name="y">The Y position of the tile.</param>
<param name="tileWidth">The width of the overall tile.</param>
<param name="tileHeight">The height of overall tile.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.CircularHitboxCollision(Microsoft.Xna.Framework.Vector2,System.Single,Microsoft.Xna.Framework.Rectangle)">
<summary>
Determines if a typical hitbox rectangle is intersecting a circular hitbox.
</summary>
<param name="centerCheckPosition">The center of the circular hitbox.</param>
<param name="radius">The radius of the circular hitbox.</param>
<param name="targetHitbox">The hitbox of the target to check.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.RotatingHitboxCollision(Terraria.Entity,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Single)">
<summary>
Performs collision based a rotating hitbox for an entity by treating the hitbox as a line. By default uses the velocity of the entity as a direction. This can be overridden.
</summary>
<param name="entity">The entity.</param>
<param name="targetTopLeft">The top left coordinates of the target to check.</param>
<param name="targetHitboxDimensions">The hitbox size of the target to check.</param>
<param name="directionOverride">An optional direction override</param>
<param name="scale">The scale of the hitbox.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.DistanceToTileCollisionHit(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Int32)">
<summary>
Determines the distance required before a ray in a given direction from a given starting position hits solid tiles. Gives up after a certain quantity of tiles, or when a world border is reached.
</summary>
<param name="startingPoint">The point to check from.</param>
<param name="checkDirection">The direction in which tiles are checked. Will always be a unit vector.</param>
<param name="giveUpLimit">How many times to repeat a step and check for collision before giving up and returning.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.WrapAngle360(System.Single)">
<summary>
Wraps an angle similar to <see cref="M:Microsoft.Xna.Framework.MathHelper.WrapAngle(System.Single)"/>, except with a range of 0 to 2pi instead of -pi to pi.
</summary>
<param name="theta">The angle to wrap.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.WrapAngle90Degrees(System.Single)">
<summary>
Wraps an angle between -90 and 90 degrees. If an angle goes past this range it'll go back to the other end.
</summary>
<param name="theta"></param>
<returns></returns>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.AngleBetween(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
<summary>
Determines the angular distance between two vectors based on dot product comparisons. This method ensures underlying normalization is performed safely.
</summary>
<param name="v1">The first vector.</param>
<param name="v2">The second vector.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.Inverse(Microsoft.Xna.Framework.Quaternion)">
<summary>
Determines the inverse of a given quaternion.
</summary>
<param name="rotation">The quaternion to calculate the inverse of.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.RotatedBy(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Quaternion)">
<summary>
Rotates a given vector by a given quaternion rotation.
</summary>
<param name="vector">The vector to rotate.</param>
<param name="rotation">The quaternion to rotate by.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.Modulo(System.Single,System.Single)">
<summary>
Gives the <b>real</b> modulo of a divided by a divisor.
This method is necessary because the % operator in C# keeps the sign of the dividend.
</summary>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.ApproximateDerivative(System.Func{System.Double,System.Double},System.Double)">
<summary>
Approximates the derivative of a function at a given point based on a
</summary>
<param name="fx">The function to take the derivative of.</param>
<param name="x">The value to evaluate the derivative at.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.IterativelySearchForRoot(System.Func{System.Double,System.Double},System.Double,System.Int32)">
<summary>
Searches for an approximate for a root of a given function.
</summary>
<param name="fx">The function to find the root for.</param>
<param name="initialGuess">The initial guess for what the root could be.</param>
<param name="iterations">The amount of iterations to perform. The higher this is, the more generally accurate the result will be.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.NonZeroSign(System.Single)">
<summary>
Determines the sign of a number. Does not return zero. If zero is supplied as an input, one is returned.
</summary>
<param name="x">The input number.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.ToSpriteDirection(System.Int32)">
<summary>
Converts a -1 or 1 based direction to an equivalent <see cref="T:Microsoft.Xna.Framework.Graphics.SpriteEffects"/> for convenience.
</summary>
<param name="direction">The numerical direction.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.Convert01To010(System.Single)">
<summary>
Commonly known as a sine bump. Converts 0 to 1 values to a 0 to 1 to 0 again bump.
</summary>
<param name="x">The input number.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.SecondsToFrames(System.Single)">
<summary>
Easy shorthand that converts seconds to whole number frames.
</summary>
<param name="seconds">The amount of seconds.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.MinutesToFrames(System.Single)">
<summary>
Easy shorthand that converts minutes to whole number frames.
</summary>
<param name="minutes">The amount of minutes.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.Sin01(System.Single)">
<summary>
Easy shorthand for (sin(x) + 1) / 2, which has the useful property of having a range of 0 to 1 rather than -1 to 1.
</summary>
<param name="x">The input number.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.Cos01(System.Single)">
<summary>
Easy shorthand for (cos(x) + 1) / 2, which has the useful property of having a range of 0 to 1 rather than -1 to 1.
</summary>
<param name="x">The input number.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.Saturate(System.Single)">
<summary>
Clamps a given number between 0 and 1.
</summary>
<param name="x">The number to clamp.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.InverseLerp(System.Single,System.Single,System.Single,System.Boolean)">
<summary>
A shorthand for <see cref="M:Terraria.Utils.GetLerpValue(System.Single,System.Single,System.Single,System.Boolean)"/> with <paramref name="clamped"/> defaulting to true.
</summary>
<param name="from">The value to interpolate from.</param>
<param name="to">The value to interpolate to.</param>
<param name="x">The value to interpolate in accordance with.</param>
<param name="clamped">Whether outputs should be clamped between 0 and 1.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.InverseLerpBump(System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Performs a linear bump across a spectrum of two in/out values.
</summary>
<param name="start1">The value at which the output should rise from 0 to 1.</param>
<param name="start2">The value at which the output start bumping at 1.</param>
<param name="end1">The value at which the output cease bumping at 1.</param>
<param name="end2">The value at which the output should descent from 1 to 0.</param>
<param name="x">The input interpolant.</param>
<returns>
0 when <paramref name="x"/> is less than or equal to <paramref name="start1"/>.
<br></br>
Anywhere between 0 and 1, ascending, when <paramref name="x"/> is greater than <paramref name="start1"/> but less than <paramref name="start2"/>.
<br></br>
1 when <paramref name="x"/> is between <paramref name="start2"/> and <paramref name="end1"/>.
<br></br>
Anywhere between 0 and 1, descending, when <paramref name="x"/> is greater than <paramref name="end1"/> but less than <paramref name="end2"/>.
<br></br>
1 when <paramref name="x"/> is greater than or equal to <paramref name="end2"/>.
</returns>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.SmoothBump(System.Single)">
<summary>
A smooth polynomial curve (4x^3 - 6x^2 + 3x, to be exact) that takes in a 0-1 interpolant and biases it smoothly towards 0.5.
</summary>
<remarks>
The resulting polynomial of 4x^3 - 6x^2 + 3x was arrived at via a lerp(x^3, 1 - (1 - x)^3, x) operation and simplifying results.
</remarks>
<param name="interpolant">The input interpolant.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.Squared(System.Single)">
<summary>
Multiplies x by itself twice.
</summary>
<param name="x">The input number.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.Cubed(System.Single)">
<summary>
Multiplies x by itself three times.
</summary>
<param name="x">The input number.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.AperiodicSin(System.Single,System.Single,System.Single,System.Single)">
<summary>
Calculates an aperiodic sine. This function only achieves this if <paramref name="a"/> and <paramref name="b"/> are irrational numbers.
</summary>
<param name="x">The input value.</param>
<param name="dx">An optional, secondary value that works similarly to x. Unlike x, however, it serves as an input offset that is unaffected by the two coefficients.</param>
<param name="a">The first irrational coefficient.</param>
<param name="b">The second irrational coefficient.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.FractalBrownianMotion(System.Single,System.Single,System.Int32,System.Int32,System.Single,System.Single)">
<summary>
Applies 2D FBM, an iterative process commonly use with things like Perlin noise to give a natural, "crisp" aesthetic to noise, rather than a blobby one.
<br></br>
The greater the amount of octaves, the more pronounced this effect is, but the more performance intensive it is.
</summary>
<param name="x">The X position to sample from.</param>
<param name="y">The Y position to sample from.</param>
<param name="seed">The RNG seed for the underlying noise calculations.</param>
<param name="octaves">The amount of octaves. The greater than is, the more crisp the results are.</param>
<param name="gain">The exponential factor between each iteration. Iterations have an intensity of g^n, where g is the gain and n is the iteration number.</param>
<param name="lacunarity">The degree of self-similarity of the noise.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.PerlinNoise2D(System.Single,System.Single,System.Int32,System.Int32)">
<summary>
Computes 2-dimensional Perlin Noise, which gives "random" but continuous values.
</summary>
<param name="x">The X position on the map.</param>
<param name="y">The Y position on the map.</param>
<param name="octaves">A metric of "instability" of the noise. The higher this is, the more unstable. Lower of bounds of 2-3 are preferable.</param>
<param name="seed">The seed for the noise.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.CalculateElbowPosition(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single,System.Single,System.Boolean)">
<summary>
Calculates the elbow position of a two-limbed IK system via trigonometry.
</summary>
<param name="start">The start of the IK system.</param>
<param name="end">The end effector position of the IK system.</param>
<param name="armLength">The length of the first limb.</param>
<param name="forearmLength">The length of the second limb.</param>
<param name="flip">Whether the angles need to be flipped.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.ClampLength(Microsoft.Xna.Framework.Vector2,System.Single,System.Single)">
<summary>
Clamps the length of a vector.
</summary>
<param name="v">The vector to clamp the length of.</param>
<param name="min">The minimum vector length.</param>
<param name="max">The maximum vector length.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.QuadraticBezier(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single)">
<summary>
Interpolates between three <see cref="T:Microsoft.Xna.Framework.Vector2"/>-based points via a quadratic Bezier spline.
</summary>
<param name="a">The first point.</param>
<param name="b">The second point.</param>
<param name="c">The third point.</param>
<param name="interpolant">The interpolant to sample points by.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.SignedDistanceToLine(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
<summary>
Calculates the signed distance of a point from a given line. This is relative to how far it is perpendicular to said line.
</summary>
<param name="evaluationPoint">The point to check.</param>
<param name="linePoint">The pivot point upon which the line rotates.</param>
<param name="lineDirection">The direction of the line.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.NextBool(Terraria.Utilities.UnifiedRandom,System.Single)">
<summary>
Rolls a random 0-1 probability based on a <see cref="T:Terraria.Utilities.UnifiedRandom"/> RNG, and checks whether it fits the criteria of a certain probability.
</summary>
<param name="rng">The random number generator.</param>
<param name="probability">The probability of a success.</param>
</member>
<member name="F:Luminance.Common.Utilities.Utilities.UniversalBindingFlags">
<summary>
Binding flags that account for all access/local membership status.
</summary>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.LoadInterfacesFromContent``2(Terraria.ModLoader.Mod,System.Func{``0,System.Boolean})">
<summary>
Loads all instances of a given mod type (such as <see cref="T:Terraria.ModLoader.ModNPC"/>) that have a specific interface attribute.<br></br>
This method is useful for handling autoloading on multi-attributed pieces of content.
</summary>
<param name="mod">The mod to search in.</param>
<param name="queryCondition">A secondary query condition to apply when collecting interfaces. By default this doesn't affect output results.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.GetPath(System.Object)">
<summary>
Returns the namespace path to the provided object, including the object itself.
</summary>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.AddOrdinalSuffix(System.Int32)">
<summary>
Returns the provided number with the correct ordinal suffix.<br/>
For example, 3 would return 3rd.
</summary>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.BroadcastText(System.String,System.Nullable{Microsoft.Xna.Framework.Color})">
<summary>
Displays arbitrary text in the game chat with a desired color. This method expects to be called server-side in multiplayer, with the message display packet being sent to all clients from there.
</summary>
<param name="text">The text to display.</param>
<param name="color">The color of the text.</param>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.BroadcastLocalizedText(System.String,System.Nullable{Microsoft.Xna.Framework.Color})">
<summary>
Displays the localized text gotten from the provided key in the chat, accounting for multiplayer.
</summary>
</member>
<member name="M:Luminance.Common.Utilities.Utilities.ColorMessage(System.String,Microsoft.Xna.Framework.Color)">
<summary>
Colors a message with the provided color using chat tags.
</summary>
</member>
<member name="T:Luminance.Core.Balancing.BalancePriority">
<summary>
Defines what priority a balance change should have in case of conflicts. Only the change with the highest priority will occur.
</summary>
</member>
<member name="F:Luminance.Core.Balancing.BalancePriority.Low">
<summary>
Use if the balance change isnt that important, and being overwritten by other mod's balancing is fine.
</summary>
</member>
<member name="F:Luminance.Core.Balancing.BalancePriority.Medium">
<summary>
Use if the balance change should happen, but it isnt a huge deal if it gets overwritten.
</summary>
</member>
<member name="F:Luminance.Core.Balancing.BalancePriority.High">
<summary>
Use if the balance change is quite important, and being overwritten could noticably mess with balance.
</summary>
</member>
<member name="F:Luminance.Core.Balancing.BalancePriority.VeryHigh">
<summary>
Use if the balance change is very important, and should only be overwritten in extreme cases.
</summary>
</member>
<member name="F:Luminance.Core.Balancing.BalancePriority.ExtremelyHigh">
<summary>
Use sparingly if the balance change MUST happen, and should not be overwritten.
</summary>
</member>
<member name="T:Luminance.Core.Balancing.BalancingManager">
<summary>
A class to supply balancing changes on mod loading.
</summary>
</member>
<member name="M:Luminance.Core.Balancing.BalancingManager.GetItemBalancingChanges">
<summary>
Return all relevant item balancing changes here. <br/>