Elin Decompiled Documentation EA 23.102 Nightly
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RenderDataEffect.cs
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1using UnityEngine;
2
4{
5 public float speed;
6
7 public new void Draw(RenderParam p, int tile = 0)
8 {
9 float num = (Time.realtimeSinceStartup * speed + p.x + p.y) % 5f;
10 MeshBatch meshBatch = pass.batches[pass.batchIdx];
11 meshBatch.matrices[pass.idx].m03 = p.x + offset.x;
12 meshBatch.matrices[pass.idx].m13 = p.y + offset.y;
13 meshBatch.matrices[pass.idx].m23 = p.z + offset.z;
14 meshBatch.tiles[pass.idx] = num;
15 meshBatch.colors[pass.idx] = p.color;
16 pass.idx++;
17 if (pass.idx == pass.batchSize)
18 {
20 }
21 }
22}
Matrix4x4[] matrices
Definition: MeshBatch.cs:5
float[] tiles
Definition: MeshBatch.cs:7
float[] colors
Definition: MeshBatch.cs:9
int batchIdx
Definition: MeshPass.cs:60
void NextBatch()
Definition: MeshPass.cs:417
int batchSize
Definition: MeshPass.cs:63
List< MeshBatch > batches
Definition: MeshPass.cs:66
int idx
Definition: MeshPass.cs:57
new void Draw(RenderParam p, int tile=0)
Vector3 offset
Definition: RenderData.cs:18
MeshPass pass
Definition: RenderData.cs:16