8 public static Quaternion
deadRotation = Quaternion.Euler(0f, 0f, 90f);
79 public virtual string pathSprite =>
"Scene/Render/Data/";
139 int num = ((p.tile > 0f) ? 1 : (-1));
146 meshBatch.
colors[meshPass.
idx] = p.color - 1572864f;
152 meshBatch.
matrices[meshPass.
idx].m03 = p.x + _offset.x * (float)num;
169 public void DrawRepeatTo(
RenderParam p,
float maxY,
float height, ref Vector3 peakFix,
bool skipFirst =
false,
int fire = 0,
bool isBlock =
false)
171 int num = (int)((maxY + height + peakFix.x - p.
y) / peakFix.y);
183 p.snow = !isBlock && snow;
184 for (
int i = 0; i < num + 1; i++)
188 p.y = maxY + height - peakFix.y;
189 p.z -= peakFix.z + peakFix.x;
194 if (i != 0 && num > 1)
203 if (fire > 0 && i != num)
229 for (
int i = 0; i < count; i++)
235 if (i != 0 || !skipFirst)
239 p.y += renderSetting.peakFix.y *
size;
240 p.z += renderSetting.peakFix.z *
size;
252 int num = ((p.tile > 0f) ? 1 : (-1));
267 meshBatch2.
tiles[shadowPass.
idx] = p.tile - pass.pmesh.tiling.x * (float)num;
RenderDataEffect rendererEffect
static BaseGameScreen screen
List< MeshBatch > batches
new void Draw(RenderParam p, int tile=0)
static Quaternion shadowRotation
void DrawRepeatTo(RenderParam p, float maxY, float height, ref Vector3 peakFix, bool skipFirst=false, int fire=0, bool isBlock=false)
static GameSetting.RenderSetting renderSetting
virtual void DrawWithRotation(RenderParam p, float angle)
virtual bool ForceAltHeldPosition
static Vector3 shadowOffset
void Draw(RenderParam p, int tile)
virtual string prefabName
void RenderToRenderCam(RenderParam p)
static Vector3 shadowScale
static Quaternion deadRotation
void DrawRepeat(RenderParam p, int count, float size, bool skipFirst=false)
int ConvertTile(int tile)
virtual void Draw(RenderParam p)
virtual CardActor CreateActor()
virtual void DrawShadow(RenderParam p)
virtual string pathSprite
static SubPassData Current