Elin Decompiled Documentation EA 23.102 Nightly
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RenderDataHalfBlock.cs
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1using UnityEngine;
2
4{
5 public Vector3 floorFix;
6
7 public override void Draw(RenderParam p)
8 {
10 meshBatch.matrices[pass.idx].m03 = p.x + offset.x;
11 meshBatch.matrices[pass.idx].m13 = p.y + offset.y;
12 meshBatch.matrices[pass.idx].m23 = p.z + offset.z;
13 meshBatch.tiles[pass.idx] = p.tile + 2000000f;
14 meshBatch.colors[pass.idx] = p.color - 1048576f;
15 meshBatch.matColors[pass.idx] = p.matColor;
16 pass.idx++;
17 if (pass.idx == pass.batchSize)
18 {
20 }
22 MeshBatch meshBatch2 = passFloor.batches[passFloor.batchIdx];
23 meshBatch2.matrices[passFloor.idx].m03 = p.x + floorFix.x;
24 meshBatch2.matrices[passFloor.idx].m13 = p.y + floorFix.y;
25 meshBatch2.matrices[passFloor.idx].m23 = p.z + floorFix.z;
26 meshBatch2.tiles[passFloor.idx] = p.tile2;
27 meshBatch2.colors[passFloor.idx] = p.color - 1048576f;
28 meshBatch2.matColors[passFloor.idx] = p.halfBlockColor;
29 passFloor.idx++;
30 if (passFloor.idx == passFloor.batchSize)
31 {
32 passFloor.NextBatch();
33 }
34 }
35
36 private void OnValidate()
37 {
39 }
40}
BaseTileMap tileMap
MeshPass passFloor
Definition: BaseTileMap.cs:145
BaseGameScreen screen
Definition: Core.cs:67
Definition: EClass.cs:5
static Core core
Definition: EClass.cs:6
float[] matColors
Definition: MeshBatch.cs:11
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
override void Draw(RenderParam p)
Vector3 _offset
Definition: RenderData.cs:10
Vector3 offset
Definition: RenderData.cs:18
MeshPass pass
Definition: RenderData.cs:16
int halfBlockColor
Definition: RenderParam.cs:11