8 public static Quaternion
deadRotation = Quaternion.Euler(0f, 0f, 90f);
78 public virtual string pathSprite =>
"Scene/Render/Data/";
138 int num = ((p.tile > 0f) ? 1 : (-1));
145 meshBatch.
colors[meshPass.
idx] = p.color - 1572864f;
151 meshBatch.
matrices[meshPass.
idx].m03 = p.x + _offset.x * (float)num;
168 public void DrawRepeatTo(
RenderParam p,
float maxY,
float height, ref Vector3 peakFix,
bool skipFirst =
false,
int fire = 0,
bool isBlock =
false)
170 int num = (int)((maxY + height + peakFix.x - p.
y) / peakFix.y);
182 p.snow = !isBlock && snow;
183 for (
int i = 0; i < num + 1; i++)
187 p.y = maxY + height - peakFix.y;
188 p.z -= peakFix.z + peakFix.x;
193 if (i != 0 && num > 1)
202 if (fire > 0 && i != num)
228 for (
int i = 0; i < count; i++)
234 if (i != 0 || !skipFirst)
238 p.y += renderSetting.peakFix.y *
size;
239 p.z += renderSetting.peakFix.z *
size;
251 int num = ((p.tile > 0f) ? 1 : (-1));
266 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