Elin Decompiled Documentation EA 23.102 Nightly
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Assets.Resources.Scene.Render.RenderDataRoof Class Reference
Inheritance diagram for Assets.Resources.Scene.Render.RenderDataRoof:
RenderDataTile RenderData EScriptable IRenderer

Public Member Functions

override void Draw (RenderParam p)
 
- Public Member Functions inherited from RenderDataTile
override void Draw (RenderParam p)
 
override void DrawWithRotation (RenderParam p, float angle)
 
- Public Member Functions inherited from RenderData
virtual CardActor CreateActor ()
 
void Init ()
 
virtual void OnInit ()
 
int ConvertTile (int tile)
 
void RenderToRenderCam (RenderParam p)
 
void Draw (RenderParam p, int tile)
 
virtual void Draw (RenderParam p)
 
void DrawRepeatTo (RenderParam p, float maxY, float height, ref Vector3 peakFix, bool skipFirst=false, int fire=0, bool isBlock=false)
 
void DrawRepeat (RenderParam p, int count, float size, bool skipFirst=false)
 
virtual void DrawWithRotation (RenderParam p, float angle)
 
virtual void DrawShadow (RenderParam p)
 
void RenderToRenderCam (RenderParam p)
 
void Draw (RenderParam p)
 

Public Attributes

Vector3[] offsets
 
Vector3[] offsetFixes
 
Vector3[] offsetFixes2
 
- Public Attributes inherited from RenderDataTile
bool liquid
 
float snowZ = -0.01f
 
- Public Attributes inherited from RenderData
int idShadow
 
MeshPass pass
 
Vector3 offset
 
Vector3 offsetBack
 
Vector3 offsetShadow
 
Vector3 heldPos
 
Vector2 imagePivot = new Vector2(0.5f, 0.25f)
 
Vector2 imageScale = new Vector2(1f, 1f)
 
Vector2 size
 
bool multiSize
 
bool animate
 
bool useOffsetBack
 
bool persistActor
 
bool symmetry = true
 
float hangedFixZ
 
float stackZ
 
SubPassData subCrate
 
SourcePref shadowPref
 
RenderData subData
 
bool initialized
 
bool hasSubPass
 
bool hasSnowPass
 

Additional Inherited Members

- Static Public Member Functions inherited from EScriptable
static int rnd (int a)
 
- Static Public Attributes inherited from RenderData
const int HeldLightMod = 1572864
 
static Quaternion deadRotation = Quaternion.Euler(0f, 0f, 90f)
 
static GameSetting.RenderSetting renderSetting
 
- Protected Attributes inherited from RenderData
Vector3 _offset
 
- Properties inherited from RenderData
static Quaternion shadowRotation [get]
 
static Vector3 shadowScale [get]
 
static Vector3 shadowOffset [get]
 
virtual bool SkipOnMap [get]
 
virtual string pathSprite [get]
 
virtual string prefabName [get]
 
virtual bool ForceAltHeldPosition [get]
 

Detailed Description

Definition at line 5 of file RenderDataRoof.cs.

Member Function Documentation

◆ Draw()

override void Assets.Resources.Scene.Render.RenderDataRoof.Draw ( RenderParam  p)
inlinevirtual

Reimplemented from RenderData.

Definition at line 13 of file RenderDataRoof.cs.

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;
26 meshBatch.matrices[meshPass.idx].SetTRS(p.NewVector3 + _offset + SubPassData.Current.offset, SubPassData.Current.rotation, SubPassData.Current.scale);
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 }
MeshPass subPass
Definition: MeshPass.cs:15
int batchIdx
Definition: MeshPass.cs:60
MeshPass snowPass
Definition: MeshPass.cs:17
List< MeshBatch > batches
Definition: MeshPass.cs:66
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

References RenderData._offset, MeshPass.batches, MeshPass.batchIdx, MeshPass.batchSize, MeshPassParam.color, MeshBatch.colors, SubPassData.Current, SubPassData.enable, RenderData.hasSnowPass, RenderData.hasSubPass, MeshPass.idx, RenderParam.liquidLv, MeshPassParam.matColor, MeshBatch.matColors, MeshBatch.matrices, RenderParam.NewVector3, MeshPass.NextBatch(), SubPassData.offset, Assets.Resources.Scene.Render.RenderDataRoof.offsetFixes, Assets.Resources.Scene.Render.RenderDataRoof.offsetFixes2, Assets.Resources.Scene.Render.RenderDataRoof.offsets, RenderData.pass, SubPassData.rotation, SubPassData.scale, RenderParam.shadowFix, MeshPassParam.snow, MeshPass.snowPass, MeshPass.subPass, MeshPassParam.tile, and MeshBatch.tiles.

Member Data Documentation

◆ offsetFixes

Vector3 [] Assets.Resources.Scene.Render.RenderDataRoof.offsetFixes

Definition at line 9 of file RenderDataRoof.cs.

Referenced by Assets.Resources.Scene.Render.RenderDataRoof.Draw().

◆ offsetFixes2

Vector3 [] Assets.Resources.Scene.Render.RenderDataRoof.offsetFixes2

Definition at line 11 of file RenderDataRoof.cs.

Referenced by Assets.Resources.Scene.Render.RenderDataRoof.Draw().

◆ offsets

Vector3 [] Assets.Resources.Scene.Render.RenderDataRoof.offsets

Definition at line 7 of file RenderDataRoof.cs.

Referenced by Assets.Resources.Scene.Render.RenderDataRoof.Draw().


The documentation for this class was generated from the following file: