Elin Decompiled Documentation EA 23.102 Nightly
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RenderDataRoof.cs
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1using UnityEngine;
2
4
6{
7 public Vector3[] offsets;
8
9 public Vector3[] offsetFixes;
10
11 public Vector3[] offsetFixes2;
12
13 public override void Draw(RenderParam p)
14 {
16 MeshBatch meshBatch = meshPass.batches[meshPass.batchIdx];
17 int num = 1;
18 _offset = offsets[(int)p.tile % offsets.Length] + offsetFixes[(int)p.tile % 2];
19 if (p.shadowFix != 0f)
20 {
21 _offset += offsetFixes2[(int)p.shadowFix - 1];
22 }
23 if (meshPass == pass.subPass)
24 {
25 meshBatch.colors[meshPass.idx] = p.color - 1572864f;
27 }
28 else
29 {
30 meshBatch.colors[meshPass.idx] = p.color;
31 meshBatch.matrices[meshPass.idx].m03 = p.x + _offset.x * (float)num;
32 meshBatch.matrices[meshPass.idx].m13 = p.y + _offset.y;
33 meshBatch.matrices[meshPass.idx].m23 = p.z + _offset.z;
34 }
35 meshBatch.tiles[meshPass.idx] = p.tile + (float)(p.liquidLv * 10000 * num);
36 meshBatch.matColors[meshPass.idx] = p.matColor;
37 meshPass.idx++;
38 if (meshPass.idx == meshPass.batchSize)
39 {
40 meshPass.NextBatch();
41 }
42 if (p.snow && hasSnowPass && meshPass == pass)
43 {
44 meshPass = pass.snowPass;
45 meshBatch = meshPass.batches[meshPass.batchIdx];
46 meshBatch.colors[meshPass.idx] = p.color;
47 meshBatch.matrices[meshPass.idx].m03 = p.x + _offset.x * (float)num;
48 meshBatch.matrices[meshPass.idx].m13 = p.y + _offset.y;
49 meshBatch.matrices[meshPass.idx].m23 = p.z + _offset.z - 0.01f;
50 meshBatch.tiles[meshPass.idx] = p.tile + (float)(p.liquidLv * 10000 * num);
51 meshBatch.matColors[meshPass.idx] = 104025f;
52 meshPass.idx++;
53 if (meshPass.idx == meshPass.batchSize)
54 {
55 meshPass.NextBatch();
56 }
57 }
58 }
59}
float[] matColors
Definition: MeshBatch.cs:11
Matrix4x4[] matrices
Definition: MeshBatch.cs:5
float[] tiles
Definition: MeshBatch.cs:7
float[] colors
Definition: MeshBatch.cs:9
MeshPass subPass
Definition: MeshPass.cs:15
int batchIdx
Definition: MeshPass.cs:60
MeshPass snowPass
Definition: MeshPass.cs:17
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
bool hasSubPass
Definition: RenderData.cs:59
Vector3 _offset
Definition: RenderData.cs:10
bool hasSnowPass
Definition: RenderData.cs:62
MeshPass pass
Definition: RenderData.cs:16
int liquidLv
Definition: RenderParam.cs:7
float shadowFix
Definition: RenderParam.cs:21
Vector3 NewVector3
Definition: RenderParam.cs:23
Quaternion rotation
Definition: SubPassData.cs:15
Vector3 scale
Definition: SubPassData.cs:13
static SubPassData Current
Definition: SubPassData.cs:9
Vector3 offset
Definition: SubPassData.cs:11