Elin Decompiled Documentation EA 23.250 Nightly Patch 1
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BaseTileMap Class Reference
Inheritance diagram for BaseTileMap:
EMono TileMap TileMapElona

Public Types

enum  WallClipMode { ByRoom , ByLot }
 
enum  InnerMode { None , InnerBlock , Height , BuildMode }
 
enum  CardIconMode {
  None , Inspect , Deconstruct , State ,
  Visibility
}
 
enum  ScreenHighlight { None , SunMap }
 

Public Member Functions

void OnActivate (BaseGameScreen _screen)
 
virtual void Draw ()
 
void RefreshHeight ()
 
virtual void DrawTile ()
 
Vector3 GetThingPosition (Card tg, Point p)
 
int GetApproximateBlocklight (Cell cell)
 
int GetRoofLight (Lot lot)
 
void DrawRoof (Lot lot)
 
void SetRoofHeight (MeshPassParam _param, Cell _cell, int _cx, int _cz, int h=0, int altitude=0, int dirWall=-1, bool ignoreAltitudeY=false)
 

Static Public Member Functions

static int GetColorInt (ref Color matColor, int p)
 
- Static Public Member Functions inherited from EMono
static int rnd (int a)
 

Public Attributes

int count
 
Collider2D mouseCollider
 
Vector3 colliderFix
 
int maxColliderCheck
 
float heightBlockSize
 
float slopeFixZ
 
float heightModDeco
 
float heightLimitDeco
 
Vector3 heightMod
 
Vector3 ugFix
 
Vector3 ugFixBridge
 
Vector3 ugFixBridgeBottom
 
Vector3 ugFixBridgeTop
 
Vector3 heightModRoofBlock
 
float rightWallShade
 
Vector3 roofRampFix
 
Vector3 roofFix
 
Vector3 roofFix2
 
Vector3 roofFix3
 
float roofLightMod
 
float lotLight
 
float lotLight2
 
float roofLightSnow
 
WallClipMode wallClipMode
 
InnerMode defaultInnerMode
 
Vector3 edgeBlockFix
 
Vector3 bridgeFix
 
Vector3 cornerWallFix
 
Vector3 cornerWallFix2
 
Vector3 cornerWallFix3
 
Vector3 altitudeFix
 
Vector3 waterEdgeFix
 
Vector3 waterEdgeBridgeFix
 
Vector3 waterEdgeFixShore
 
Vector3 waterEdgeFixShoreSand
 
Vector3[] ambientShadowFix
 
Vector3[] transitionFix
 
Vector3[] wallHangFix
 
Vector3[] waterEdgeBlockFix
 
int fogTile
 
float floatSpeed
 
float shadowModStrength
 
int maxFloat
 
int[] seaAnimeIndexes
 
NoiseLayer layerGroundLights
 
MeshPass passShadow
 
MeshPass passLiquid
 
MeshPass passGuideBlock
 
MeshPass passGuideFloor
 
MeshPass passArea
 
MeshPass passRamp
 
MeshPass passFloor
 
MeshPass passBlock
 
MeshPass passObjS
 
MeshPass passObjSS
 
MeshPass passObj
 
MeshPass passObjL
 
MeshPass passDecal
 
MeshPass passRoof
 
MeshPass passBlockEx
 
MeshPass passFloorEx
 
MeshPass passFloorWater
 
MeshPass passInner
 
MeshPass passFog
 
MeshPass passFov
 
MeshPass passEdge
 
MeshPass passAutoTile
 
MeshPass passAutoTileWater
 
MeshPass passBlockMarker
 
MeshPass passFloorMarker
 
MeshPass passWaterBlock
 
MeshPass passIcon
 
MeshPass passChara
 
MeshPass passCharaL
 
MeshPass passCharaLW
 
MeshPass passCharaLL
 
MeshPass passShore
 
RenderData renderFootmark
 
RenderData rendererBlockMarker
 
RenderData rendererFloorMarker
 
RenderData rendererInnerBlock
 
RenderData rendererFov
 
RenderData rendererFov2
 
RenderData rendererShore
 
RenderData renderBorder
 
RenderData rendererFogBlockSolid
 
RenderData rendererFogFloorSolid
 
RenderData rendererFogRoomSolid
 
RenderData rendererFogRoomBlockSolid
 
RenderData rendererFogRoomWallSolid
 
RenderData rendererWallDeco
 
RenderData rendererWaterBlock
 
RenderDataObjDummy rendererObjDummy
 
RenderDataEffect rendererEffect
 
Point TestPoint = new Point()
 
int Size
 
int SizeXZ
 
int mx
 
int mz
 
int x
 
int z
 
int cx
 
int cz
 
int activeCount
 
int floatV = 1
 
byte[] groundLights
 
bool lowBlock
 
bool lowObj
 
bool highlightArea
 
bool subtleHighlightArea
 
bool hideRoomFog
 
bool showRoof
 
bool showFullWall
 
bool hideHang
 
bool usingHouseBoard
 
bool noRoofMode
 
bool fogged
 
int[] floatVs = new int[10] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }
 
float[] lightLookUp
 
float[] floatYs = new float[10] { 0f, 1f, 2f, 3f, 4f, 5f, 6f, 7f, 8f, 9f }
 
float _lightMod
 
float _baseBrightness
 
float lowblockTimer
 
float heightLightMod
 
float _rightWallShade
 
float roofLightLimitMod
 
float floatY
 
float floorShadowStrength
 
Vector3 _heightMod
 
ScreenHighlight screenHighlight
 
new BaseGameScreen screen
 
RoofStyle[] roofStyles
 

Static Public Attributes

static bool forceShowHang
 
const int DefColor = 104025
 
const int BlocklightToken = 262144
 
const int BlocklightMTP = 50
 
- Static Public Attributes inherited from EMono
static Core core
 

Protected Attributes

InnerMode innerMode
 
RaycastHit2D[] rays = new RaycastHit2D[1]
 
CardIconMode iconMode
 
bool isMining
 
bool buildMode
 
bool hasBridge
 
bool _lowblock
 
bool isIndoor
 
Map map
 
MeshPass pass
 
BaseTileSelector selector
 
GameSetting.RenderSetting renderSetting
 
GameSetting.RenderSetting.ZSetting zSetting
 
int liquidLv
 
int index
 
int totalFire
 
int snowColorToken
 
int waterAnimeIndex
 
int lowWallObjAltitude
 
SourceMaterial.Row matBlock
 
SourceMaterial.Row matFloor
 
SourceMaterial.Row matBridge
 
float blockLight
 
float floorLight
 
float floorLight2
 
float light
 
float pcMaxLight
 
float orgX
 
float orgY
 
float orgZ
 
float roomHeight
 
float maxHeight
 
float snowLight
 
float waterAnimeTimer
 
float floatTimer
 
float destBrightness
 
float lightLimit
 
float modSublight1
 
float modSublight2
 
float shadowStrength
 
float _shadowStrength
 
float fogBrightness
 
float defaultBlockHeight
 
float snowLimit
 
float snowColor
 
float snowColor2
 
float nightRatio
 
RenderParam param = new RenderParam()
 
MeshBatch batch
 
Vector3 _actorPos
 
Vector3 freePos
 
int tile
 
int floorMatColor
 
int height
 
int currentHeight
 
int pcX
 
int pcZ
 
int floorDir
 
bool roof
 
bool isSeen
 
bool showAllCards
 
bool fogBounds
 
bool snowed
 
bool isSnowCovered
 
bool highlightCells
 
bool cinemaMode
 
bool alwaysLowblock
 
bool showBorder
 
bool isUnderwater
 
bool darkenOuter
 
Vector3 thingPos
 
Vector3 orgPos
 
Cell cell
 
CellDetail detail
 
SourceBlock.Row sourceBlock
 
SourceFloor.Row sourceFloor
 
SourceFloor.Row sourceBridge
 
Room currentRoom
 
Room lastRoom
 
Room room
 
Lot currentLot
 
SourceBlock.Row _sourceBlock
 
TileType tileType
 
SceneLightProfile lightSetting
 

Properties

Point HitPoint [get]
 
- Properties inherited from EMono
static Game game [get]
 
static bool AdvMode [get]
 
static Player player [get]
 
static Chara pc [get]
 
static UI ui [get]
 
static Map _map [get]
 
static Zone _zone [get]
 
static FactionBranch Branch [get]
 
static FactionBranch BranchOrHomeBranch [get]
 
static Faction Home [get]
 
static Scene scene [get]
 
static BaseGameScreen screen [get]
 
static GameSetting setting [get]
 
static GameData gamedata [get]
 
static ColorProfile Colors [get]
 
static World world [get]
 
static SoundManager Sound [get]
 
static SourceManager sources [get]
 
static SourceManager editorSources [get]
 
static CoreDebug debug [get]
 

Private Attributes

bool noSlopMode
 

Detailed Description

Definition at line 5 of file BaseTileMap.cs.

Member Enumeration Documentation

◆ CardIconMode

Enumerator
None 
Inspect 
Deconstruct 
State 
Visibility 

Definition at line 21 of file BaseTileMap.cs.

◆ InnerMode

Enumerator
None 
InnerBlock 
Height 
BuildMode 

Definition at line 13 of file BaseTileMap.cs.

◆ ScreenHighlight

Enumerator
None 
SunMap 

Definition at line 30 of file BaseTileMap.cs.

◆ WallClipMode

Enumerator
ByRoom 
ByLot 

Definition at line 7 of file BaseTileMap.cs.

Member Function Documentation

◆ Draw()

virtual void BaseTileMap.Draw ( )
inlinevirtual

Reimplemented in TileMapElona.

Definition at line 543 of file BaseTileMap.cs.

544 {
545 Zone zone = EMono._zone;
546 map = zone.map;
547 Size = map.Size;
548 SizeXZ = map.SizeXZ;
550 count = 0;
551 totalFire = 0;
552 pcX = EMono.pc.pos.x;
553 pcZ = EMono.pc.pos.z;
556 lightSetting = profile.light;
559 {
560 buildMode = false;
561 }
563 isMining = EMono.scene.actionMode == ActionMode.Mine;
568 subtleHighlightArea = EMono.scene.actionMode.AreaHihlight != 0 && (EMono.scene.actionMode.AreaHihlight == AreaHighlightMode.Build || EMono.scene.actionMode.AreaHihlight != AreaHighlightMode.Edit);
569 highlightArea = EMono.scene.actionMode.AreaHihlight == AreaHighlightMode.Edit || subtleHighlightArea;
571 _rightWallShade = (int)(50f * rightWallShade) * 262144;
574 showBorder = (EMono.core.config.game.showBorder == 1 && EMono._zone is Zone_Field && !EMono._zone.IsPlayerFaction) || (EMono.core.config.game.showBorder == 2 && !EMono._zone.map.IsIndoor && !EMono._zone.IsSkyLevel && !EMono._zone.IsRegion);
575 snowLimit = profile.global.snowLimit.Evaluate(EMono.scene.timeRatio);
576 snowLight = profile.global.snowLight;
577 snowColor = profile.global.snowColor;
578 snowColor2 = profile.global.snowColor2;
579 snowColorToken = (int)((float)profile.global.snowRGB.x * nightRatio) * 4096 + (int)((float)profile.global.snowRGB.y * nightRatio) * 64 + (int)((float)profile.global.snowRGB.z * nightRatio);
582 {
584 }
585 roofLightLimitMod = profile.global.roofLightLimitMod.Evaluate(EMono.scene.timeRatio);
586 fogBounds = (EMono._map.config.forceHideOutbounds && (!EMono.debug.godBuild || !buildMode)) || (EMono.core.config.game.dontRenderOutsideMap && !buildMode);
587 heightLightMod = ((EMono._map.config.heightLightMod == 0f) ? 0.005f : EMono._map.config.heightLightMod);
588 modSublight1 = profile.global.modSublight1;
589 modSublight2 = profile.global.modSublight2 * nightRatio;
590 pcMaxLight = EMono.player.lightPower * 2f * (float)(EMono.player.lightRadius - 2);
593 _lightMod = lightSetting.lightMod * lightSetting.lightModCurve.Evaluate(EMono.scene.timeRatio);
594 destBrightness = lightSetting.baseBrightness * lightSetting.baseBrightnessCurve.Evaluate(EMono.scene.timeRatio);
595 float num = destBrightness;
596 destBrightness = destBrightness * lightSetting.dynamicBrightnessCurve2.Evaluate(EMono.scene.timeRatio) + lightSetting.dynamicBrightnessCurve.Evaluate(EMono.scene.timeRatio) * (float)(int)EMono.pc.pos.cell.light + ((EMono.pc.pos.cell.light == 0) ? 0f : lightSetting.dynamicBrightnessLightBonus);
597 if (destBrightness > num)
598 {
599 destBrightness = num;
600 }
601 if (!Mathf.Approximately(_baseBrightness, destBrightness))
602 {
604 }
605 if (activeCount == 0)
606 {
608 }
609 activeCount++;
611 {
612 _baseBrightness = 0.7f;
613 }
614 Fov.nonGradientMod = profile.global.fovModNonGradient;
617 float num2 = Core.delta * (float)EMono.game.config.animeSpeed * 0.01f;
618 floatTimer += num2;
620 {
622 for (int i = 0; i < floatYs.Length; i++)
623 {
624 floatYs[i] += floatVs[i];
625 if (floatYs[i] >= (float)maxFloat)
626 {
627 floatVs[i] = -1;
628 }
629 if (floatYs[i] < 0f)
630 {
631 floatVs[i] = 1;
632 }
633 }
634 }
635 floatY = floatYs[0];
636 floatV = floatVs[0];
637 waterAnimeTimer += num2;
638 if (waterAnimeTimer > 0.5f)
639 {
640 waterAnimeTimer = 0f;
642 }
643 if (cinemaMode)
644 {
645 CinemaConfig cinemaConfig = EMono.player.cinemaConfig;
646 profile = ActionMode.Cinema.profile;
647 lightSetting = profile.light;
649 _lightMod += lightSetting.lightMod * lightSetting.lightModCurve.Evaluate(EMono.scene.timeRatio) * (0.01f * (float)cinemaConfig.light);
650 destBrightness += 0.01f * (float)cinemaConfig.brightness;
651 EMono.scene.camSupport.grading.cinemaBrightness = 0.01f * (float)cinemaConfig.brightness;
652 EMono.scene.camSupport.grading.SetGrading();
653 heightLightMod = 0f;
654 }
655 map.rooms.Refresh();
656 noSlopMode = EInput.isAltDown && EInput.isShiftDown;
660 {
663 }
664 else
665 {
666 currentHeight = 0;
667 currentRoom = null;
668 }
669 lowObj = false;
671 noRoofMode = false;
672 bool flag = !isIndoor || EMono._zone is Zone_Tent;
674 {
675 flag = !flag;
676 }
678 {
679 lowBlock = (hideRoomFog = (hideHang = false));
680 showRoof = (showFullWall = flag);
682 {
683 fogBounds = false;
684 }
685 }
686 else if (buildMode)
687 {
689 if (HitPoint.IsValid)
690 {
692 }
693 hideRoomFog = true;
698 if (cinemaMode)
699 {
701 }
702 }
703 else if (ActionMode.IsAdv)
704 {
705 noRoofMode = EMono.game.config.noRoof || screen.focusOption != null;
707 {
708 if (!EMono.pc.IsMoving)
709 {
710 lowblockTimer = 0.1f;
711 }
712 }
713 else if (!EInput.rightMouse.pressing)
714 {
715 lowblockTimer = 0f;
716 }
717 x = EMono.pc.pos.x;
718 z = EMono.pc.pos.z;
719 Room room = null;
720 if (room != null)
721 {
723 }
724 if (currentRoom != null)
725 {
726 currentRoom.data.visited = true;
727 }
728 if (room != null)
729 {
730 room.data.visited = true;
731 }
732 lowBlock = lowblockTimer > 0f;
733 hideRoomFog = currentRoom != null && (currentRoom.HasRoof || isIndoor);
734 if (hideRoomFog)
735 {
736 lowBlock = true;
737 }
738 if (noRoofMode && (currentRoom == null || currentRoom.lot.idRoofStyle == 0))
739 {
740 hideRoomFog = true;
741 showRoof = (showFullWall = false);
742 }
743 else
744 {
745 showRoof = (showFullWall = flag && !lowBlock && !hideRoomFog);
746 }
748 EMono.game.config.showRoof = !hideRoomFog;
749 if (forceShowHang)
750 {
751 hideHang = false;
752 forceShowHang = false;
753 }
754 }
755 else
756 {
757 lowBlock = (hideRoomFog = (hideHang = false));
758 showRoof = (showFullWall = true);
759 }
760 darkenOuter = !cinemaMode && !ActionMode.Bird.IsActive && !ActionMode.ViewMap.IsActive;
761 currentLot = currentRoom?.lot ?? null;
762 Vector3 mposWorld = EInput.mposWorld;
763 mposWorld.z = 0f;
764 Vector3Int vector3Int = screen.grid.WorldToCell(mposWorld);
765 mx = -vector3Int.y;
766 mz = vector3Int.x - 1;
767 HitPoint.Set(mx, mz);
768 bool isAltDown = EInput.isAltDown;
769 for (int num3 = maxColliderCheck + EMono.core.config.test.screenExtraHeight; num3 >= 0; num3--)
770 {
771 TestPoint.x = mx + num3;
772 TestPoint.z = mz - num3;
773 if (TestPoint.x >= 0 && TestPoint.x < Size && TestPoint.z >= 0 && TestPoint.z < Size)
774 {
775 mouseCollider.transform.position = (isAltDown ? TestPoint.Position(TestPoint.cell.height) : TestPoint.Position()) + colliderFix;
776 Physics2D.SyncTransforms();
777 if (Physics2D.RaycastNonAlloc(mposWorld, Vector2.zero, rays) > 0)
778 {
780 break;
781 }
782 }
783 TestPoint.x = mx + num3 - 1;
784 TestPoint.z = mz - num3;
785 if (TestPoint.x >= 0 && TestPoint.x < Size && TestPoint.z >= 0 && TestPoint.z < Size)
786 {
787 mouseCollider.transform.position = (isAltDown ? TestPoint.Position(TestPoint.cell.height) : TestPoint.Position()) + colliderFix;
788 Physics2D.SyncTransforms();
789 if (Physics2D.RaycastNonAlloc(mposWorld, Vector2.zero, rays) > 0)
790 {
792 break;
793 }
794 }
795 TestPoint.x = mx + num3;
796 TestPoint.z = mz - num3 + 1;
797 if (TestPoint.x >= 0 && TestPoint.x < Size && TestPoint.z >= 0 && TestPoint.z < Size)
798 {
799 mouseCollider.transform.position = (isAltDown ? TestPoint.Position(TestPoint.cell.height) : TestPoint.Position()) + colliderFix;
800 Physics2D.SyncTransforms();
801 if (Physics2D.RaycastNonAlloc(mposWorld, Vector2.zero, rays) > 0)
802 {
804 break;
805 }
806 }
807 }
808 HitPoint.Clamp();
809 bool flag2 = EMono._zone.UseFog && !EMono.scene.bg.wall;
810 for (z = 0; z < screen.height; z++)
811 {
812 for (x = 0; x < screen.width; x++)
813 {
814 cx = screen.scrollX - screen.scrollY + x - (z + 1) / 2;
815 cz = screen.scrollY + screen.scrollX + x + z / 2;
816 if (((cz < 0 && cx >= -cz && cx > 0 && cx < Size - cz) || (cx >= Size && cx < Size * 2 - cz - 1 && cz >= -cx && cz < Size - 1)) && EMono.scene.bg.wall)
817 {
818 param.x = (float)(cx + cz) * screen.tileAlign.x + edgeBlockFix.x;
819 param.y = (float)(cz - cx) * screen.tileAlign.y + edgeBlockFix.y;
820 param.z = 1000f + param.x * screen.tileWeight.x + param.y * screen.tileWeight.z + (float)z * edgeBlockFix.z;
821 blockLight = 10485760f;
822 pass = passInner;
824 batch.matrices[pass.idx].m03 = param.x;
825 batch.matrices[pass.idx].m13 = param.y;
826 batch.matrices[pass.idx].m23 = param.z;
827 batch.tiles[pass.idx] = 4 + ((cx >= Size) ? 1 : 0);
829 batch.matColors[pass.idx] = 104025f;
830 pass.idx++;
831 if (pass.idx == pass.batchSize)
832 {
833 pass.NextBatch();
834 }
835 }
836 else if (cx < 0 || cz < 0 || cx >= Size || cz >= Size)
837 {
838 if (flag2)
839 {
840 param.x = (float)(cx + cz) * screen.tileAlign.x;
841 param.y = (float)(cz - cx) * screen.tileAlign.y + (float)height * _heightMod.y;
842 param.z = 1000f + param.x * screen.tileWeight.x + param.y * screen.tileWeight.z + (float)height * _heightMod.z;
843 param.tile = 0f;
845 }
846 }
847 else
848 {
849 DrawTile();
850 }
851 }
852 }
853 if (showRoof)
854 {
855 foreach (Lot item in map.rooms.listLot)
856 {
857 if (item.sync)
858 {
859 DrawRoof(item);
860 item.sync = false;
861 item.light = 0f;
862 }
863 }
864 }
865 else
866 {
867 foreach (Lot item2 in map.rooms.listLot)
868 {
869 item2.sync = false;
870 item2.light = 0f;
871 }
872 }
873 EMono.scene.sfxFire.SetVolume(Mathf.Clamp(0.1f * (float)totalFire + ((totalFire != 0) ? 0.2f : 0f), 0f, 1f));
874 this.room = EMono.pc.pos.cell.room;
875 int valueOrDefault = (this.room?.lot?.idBGM).GetValueOrDefault();
876 if (valueOrDefault == 0)
877 {
878 goto IL_1710;
879 }
880 if (!(EMono.Sound.currentPlaylist != EMono.Sound.plLot))
881 {
882 BGMData data = EMono.Sound.plLot.list[0].data;
883 if ((object)data != null && data.id == valueOrDefault)
884 {
885 goto IL_1710;
886 }
887 }
888 goto IL_172f;
889 IL_1739:
890 if (this.room != lastRoom)
891 {
893 lastRoom = this.room;
894 }
895 SoundManager.bgmVolumeMod = ((!LayerDrama.maxBGMVolume && !EMono._map.IsIndoor && this.room != null && !this.room.data.atrium && this.room.HasRoof) ? (-0.6f) : 0f);
897 return;
898 IL_1710:
899 if (valueOrDefault == 0 && EMono.Sound.currentPlaylist == EMono.Sound.plLot)
900 {
901 goto IL_172f;
902 }
903 goto IL_1739;
904 IL_172f:
906 goto IL_1739;
907 }
AreaHighlightMode
if(item3.idFile==idFirstFile &&item3.id==idFirstTopic)
Definition: UIBook.cs:627
SceneProfile profile
Definition: AM_Cinema.cs:5
static bool IsAdv
Definition: ActionMode.cs:117
static AM_ViewMap ViewMap
Definition: ActionMode.cs:63
virtual BaseTileMap.CardIconMode cardIconMode
Definition: ActionMode.cs:229
bool IsActive
Definition: ActionMode.cs:121
static AM_FlagCell FlagCell
Definition: ActionMode.cs:77
virtual bool IsBuildMode
Definition: ActionMode.cs:181
static AM_Cinema Cinema
Definition: ActionMode.cs:73
static AM_Bird Bird
Definition: ActionMode.cs:31
static AM_Mine Mine
Definition: ActionMode.cs:33
Vector3 tileWeight
virtual void RefreshWeather()
float[] floatYs
Definition: BaseTileMap.cs:308
float blockLight
Definition: BaseTileMap.cs:384
bool showAllCards
Definition: BaseTileMap.cs:460
bool highlightArea
Definition: BaseTileMap.cs:275
int maxColliderCheck
Definition: BaseTileMap.cs:45
InnerMode defaultInnerMode
Definition: BaseTileMap.cs:90
Point HitPoint
Definition: BaseTileMap.cs:518
ScreenHighlight screenHighlight
Definition: BaseTileMap.cs:338
float snowLight
Definition: BaseTileMap.cs:404
InnerMode innerMode
Definition: BaseTileMap.cs:233
int[] floatVs
Definition: BaseTileMap.cs:302
float modSublight2
Definition: BaseTileMap.cs:416
float waterAnimeTimer
Definition: BaseTileMap.cs:406
bool showBorder
Definition: BaseTileMap.cs:474
bool isSnowCovered
Definition: BaseTileMap.cs:466
float floatY
Definition: BaseTileMap.cs:329
int lowWallObjAltitude
Definition: BaseTileMap.cs:376
bool cinemaMode
Definition: BaseTileMap.cs:470
bool alwaysLowblock
Definition: BaseTileMap.cs:472
bool hideRoomFog
Definition: BaseTileMap.cs:281
float _lightMod
Definition: BaseTileMap.cs:311
float lightLimit
Definition: BaseTileMap.cs:412
int snowColorToken
Definition: BaseTileMap.cs:372
float modSublight1
Definition: BaseTileMap.cs:414
bool showFullWall
Definition: BaseTileMap.cs:287
SceneLightProfile lightSetting
Definition: BaseTileMap.cs:506
bool isUnderwater
Definition: BaseTileMap.cs:476
bool fogBounds
Definition: BaseTileMap.cs:462
RenderParam param
Definition: BaseTileMap.cs:434
bool noRoofMode
Definition: BaseTileMap.cs:296
new BaseGameScreen screen
Definition: BaseTileMap.cs:354
Vector3 edgeBlockFix
Definition: BaseTileMap.cs:92
bool usingHouseBoard
Definition: BaseTileMap.cs:293
float floorShadowStrength
Definition: BaseTileMap.cs:332
RenderData rendererFov2
Definition: BaseTileMap.cs:207
float _baseBrightness
Definition: BaseTileMap.cs:314
virtual void DrawTile()
Definition: BaseTileMap.cs:921
void RefreshHeight()
Definition: BaseTileMap.cs:909
Room currentRoom
Definition: BaseTileMap.cs:494
bool noSlopMode
Definition: BaseTileMap.cs:508
float rightWallShade
Definition: BaseTileMap.cs:69
bool darkenOuter
Definition: BaseTileMap.cs:478
Vector3 _heightMod
Definition: BaseTileMap.cs:335
float floatTimer
Definition: BaseTileMap.cs:408
float pcMaxLight
Definition: BaseTileMap.cs:392
float lowblockTimer
Definition: BaseTileMap.cs:317
void DrawRoof(Lot lot)
float _rightWallShade
Definition: BaseTileMap.cs:323
float snowLimit
Definition: BaseTileMap.cs:426
float fogBrightness
Definition: BaseTileMap.cs:422
float floatSpeed
Definition: BaseTileMap.cs:122
float nightRatio
Definition: BaseTileMap.cs:432
float destBrightness
Definition: BaseTileMap.cs:410
bool buildMode
Definition: BaseTileMap.cs:346
float defaultBlockHeight
Definition: BaseTileMap.cs:424
bool subtleHighlightArea
Definition: BaseTileMap.cs:278
MeshBatch batch
Definition: BaseTileMap.cs:436
Point TestPoint
Definition: BaseTileMap.cs:231
float snowColor2
Definition: BaseTileMap.cs:430
float heightLightMod
Definition: BaseTileMap.cs:320
float snowColor
Definition: BaseTileMap.cs:428
bool highlightCells
Definition: BaseTileMap.cs:468
RaycastHit2D[] rays
Definition: BaseTileMap.cs:340
int waterAnimeIndex
Definition: BaseTileMap.cs:374
Vector3 colliderFix
Definition: BaseTileMap.cs:43
static bool forceShowHang
Definition: BaseTileMap.cs:36
float roofLightLimitMod
Definition: BaseTileMap.cs:326
MeshPass pass
Definition: BaseTileMap.cs:358
float shadowStrength
Definition: BaseTileMap.cs:418
MeshPass passInner
Definition: BaseTileMap.cs:167
CardIconMode iconMode
Definition: BaseTileMap.cs:342
int currentHeight
Definition: BaseTileMap.cs:448
bool pressing
Definition: ButtonState.cs:35
ScreenGrading grading
Point pos
Definition: Card.cs:59
Room room
Definition: Cell.cs:102
byte TopHeight
Definition: Cell.cs:117
Cell Front
Definition: Cell.cs:129
bool UseLowBlock
Definition: Cell.cs:861
byte height
Definition: Cell.cs:72
bool isWallEdge
Definition: Cell.cs:426
Cell Right
Definition: Cell.cs:141
override bool IsMoving
Definition: Chara.cs:608
bool IsInActiveZone
Definition: Chara.cs:838
new GameConfig game
Definition: CoreConfig.cs:609
Definition: Core.cs:14
static float delta
Definition: Core.cs:17
CoreConfig config
Definition: Core.cs:70
Definition: EInput.cs:8
static bool isAltDown
Definition: EInput.cs:265
static bool isShiftDown
Definition: EInput.cs:261
static ButtonState rightMouse
Definition: EInput.cs:351
static Vector3 mposWorld
Definition: EInput.cs:339
Definition: EMono.cs:4
static Core core
Definition: EMono.cs:5
static Chara pc
Definition: EMono.cs:13
static Player player
Definition: EMono.cs:11
static Zone _zone
Definition: EMono.cs:19
static Game game
Definition: EMono.cs:7
static Scene scene
Definition: EMono.cs:27
static SoundManager Sound
Definition: EMono.cs:39
static Map _map
Definition: EMono.cs:17
bool buildLight
Definition: Game.cs:36
int animeSpeed
Definition: Game.cs:84
bool showRoof
Definition: Game.cs:12
bool showWall
Definition: Game.cs:15
int lowWallObjAltitude
Definition: Game.cs:87
bool reverseSnow
Definition: Game.cs:48
Config config
Definition: Game.cs:218
Definition: Lot.cs:5
int idRoofStyle
Definition: Lot.cs:14
int idBGM
Definition: Lot.cs:16
int Size
Definition: MapBounds.cs:20
float heightLightMod
Definition: MapConfig.cs:56
float blockHeight
Definition: MapConfig.cs:71
bool reverseRoof
Definition: MapConfig.cs:47
bool IsIndoor
Definition: Map.cs:131
int SizeXZ
Definition: Map.cs:133
RoomManager rooms
Definition: Map.cs:31
MapConfig config
Definition: Map.cs:37
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
CinemaConfig cinemaConfig
Definition: Player.cs:1112
int lightRadius
Definition: Player.cs:1189
ref Vector3 Position(int height)
Definition: Point.cs:548
Point Set(int _x, int _z)
Definition: Point.cs:503
int x
Definition: Point.cs:36
int z
Definition: Point.cs:39
bool IsValid
Definition: Point.cs:88
Point Clamp(bool useBounds=false)
Definition: Point.cs:1008
Cell cell
Definition: Point.cs:51
void Draw(RenderParam p, int tile)
Definition: RenderData.cs:128
List< Lot > listLot
Definition: RoomManager.cs:20
void Refresh()
Definition: RoomManager.cs:52
Definition: Room.cs:4
bool HasRoof
Definition: Room.cs:29
Lot lot
Definition: Room.cs:21
AnimationCurve baseBrightnessCurve
AnimationCurve shadowCurveFloor
AnimationCurve dynamicBrightnessCurve2
float dynamicBrightnessLightBonus
AnimationCurve lightLimit
AnimationCurve fogBrightness
AnimationCurve dynamicBrightnessCurve
AnimationCurve shadowCurve
AnimationCurve nightRatioCurve
AnimationCurve lightModCurve
SceneGlobalProfile global
Definition: SceneProfile.cs:6
SceneLightProfile light
Definition: SceneProfile.cs:10
float timeRatio
Definition: Scene.cs:130
CameraSupport camSupport
Definition: Scene.cs:41
GameSetting.RenderSetting.MapBGSetting bg
Definition: Scene.cs:124
SoundSource sfxFire
Definition: Scene.cs:89
ActionMode actionMode
Definition: Scene.cs:79
SceneProfile profile
Definition: Scene.cs:75
bool IsPlayerFaction
Definition: Spatial.cs:455
virtual bool IsRegion
Definition: Spatial.cs:515
virtual bool IsSnowCovered
Definition: Spatial.cs:545
Definition: Zone.cs:12
virtual bool IsSkyLevel
Definition: Zone.cs:267
void RefreshBGM()
Definition: Zone.cs:3017
virtual bool AlwaysLowblock
Definition: Zone.cs:395
virtual bool IsUnderwater
Definition: Zone.cs:269
Map map
Definition: Zone.cs:63

References _baseBrightness, _heightMod, _lightMod, EMono._map, _rightWallShade, EMono._zone, Scene.actionMode, activeCount, alwaysLowblock, Zone.AlwaysLowblock, Game.Config.animeSpeed, SceneLightProfile.baseBrightnessCurve, batch, MeshPass.batches, MeshPass.batchIdx, MeshPass.batchSize, Scene.bg, ActionMode.Bird, MapConfig.blockHeight, blockLight, CinemaConfig.brightness, Game.Config.buildLight, buildMode, Scene.camSupport, ActionMode.cardIconMode, Point.cell, ActionMode.Cinema, Player.cinemaConfig, cinemaMode, Point.Clamp(), colliderFix, MeshBatch.colors, Core.config, Game.config, Map.config, EMono.core, count, currentHeight, currentLot, currentRoom, cx, cz, darkenOuter, defaultBlockHeight, defaultInnerMode, Core.delta, destBrightness, RenderData.Draw(), DrawRoof(), DrawTile(), SceneLightProfile.dynamicBrightnessCurve, SceneLightProfile.dynamicBrightnessCurve2, SceneLightProfile.dynamicBrightnessLightBonus, SceneLightProfile.dynamicBrightnessSpeed, edgeBlockFix, ActionMode.FlagCell, floatSpeed, floatTimer, floatV, floatVs, floatY, floatYs, floorShadowStrength, fogBounds, fogBrightness, SceneLightProfile.fogBrightness, forceShowHang, Cell.Front, CoreConfig.game, EMono.game, SceneProfile.global, CameraSupport.grading, BaseGameScreen.grid, Room.HasRoof, BaseGameScreen.height, height, Cell.height, heightLightMod, MapConfig.heightLightMod, hideHang, hideRoomFog, highlightArea, highlightCells, HitPoint, iconMode, Lot.idBGM, Lot.idRoofStyle, MeshPass.idx, if(), innerMode, ActionMode.IsActive, ActionMode.IsAdv, EInput.isAltDown, ActionMode.IsBuildMode, Chara.IsInActiveZone, isIndoor, Map.IsIndoor, isMining, Chara.IsMoving, Spatial.IsPlayerFaction, Spatial.IsRegion, EInput.isShiftDown, Zone.IsSkyLevel, isSnowCovered, Spatial.IsSnowCovered, isUnderwater, Zone.IsUnderwater, Point.IsValid, Cell.isWallEdge, item, lastRoom, CinemaConfig.light, SceneProfile.light, lightLimit, SceneLightProfile.lightLimit, SceneLightProfile.lightModCurve, Player.lightRadius, lightSetting, RoomManager.listLot, Room.lot, lowBlock, lowblockTimer, lowObj, lowWallObjAltitude, Game.Config.lowWallObjAltitude, map, Zone.map, MeshBatch.matColors, MeshBatch.matrices, maxColliderCheck, maxFloat, ActionMode.Mine, modSublight1, modSublight2, EInput.mposWorld, mx, mz, MeshPass.NextBatch(), nightRatio, SceneLightProfile.nightRatioCurve, noRoofMode, noSlopMode, param, pass, passInner, EMono.pc, pcMaxLight, pcX, pcZ, EMono.player, Card.pos, Point.Position(), ButtonState.pressing, AM_Cinema.profile, Scene.profile, rays, RoomManager.Refresh(), Zone.RefreshBGM(), RefreshHeight(), BaseGameScreen.RefreshWeather(), rendererFov2, MapConfig.reverseRoof, Game.Config.reverseSnow, Cell.Right, EInput.rightMouse, rightWallShade, roofLightLimitMod, room, Cell.room, Map.rooms, EMono.scene, screen, CoreConfig.Test.screenExtraHeight, screenHighlight, Point.Set(), Scene.sfxFire, SceneLightProfile.shadowCurve, SceneLightProfile.shadowCurveFloor, shadowStrength, showAllCards, showBorder, CoreConfig.GameConfig.showBorder, showFullWall, showRoof, Game.Config.showRoof, Game.Config.showWall, Size, MapBounds.Size, SizeXZ, Map.SizeXZ, snowColor, snowColor2, snowColorToken, snowLight, snowLimit, EMono.Sound, subtleHighlightArea, CoreConfig.test, TestPoint, BaseGameScreen.tileAlign, MeshBatch.tiles, BaseGameScreen.tileWeight, Scene.timeRatio, Cell.TopHeight, totalFire, Cell.UseLowBlock, usingHouseBoard, ActionMode.ViewMap, waterAnimeIndex, waterAnimeTimer, BaseGameScreen.width, x, MeshPassParam.x, Point.x, MeshPassParam.y, z, MeshPassParam.z, Point.z, and CameraSupport.Zoom.

Referenced by BaseGameScreen.Draw(), and DrawTile().

◆ DrawRoof()

void BaseTileMap.DrawRoof ( Lot  lot)
inline

Definition at line 3363 of file BaseTileMap.cs.

3364 {
3365 RoofStyle roofStyle = roofStyles[lot.idRoofStyle];
3366 if (roofStyle.type == RoofStyle.Type.None)
3367 {
3368 return;
3369 }
3370 bool reverse = lot.reverse;
3371 int num;
3372 int num2;
3373 int num3;
3374 int num4;
3375 if (reverse)
3376 {
3377 num = lot.z - roofStyle.h;
3378 num2 = lot.x - roofStyle.w;
3379 num3 = lot.mz + 1 + roofStyle.h;
3380 num4 = lot.mx + 1 + roofStyle.w;
3381 if (num2 > 1 && num > 0 && map.cells[num2 - 1, num].HasFullBlock)
3382 {
3383 num2--;
3384 }
3385 if (num3 < Size && num4 < Size && map.cells[num4 - 1, num3].HasFullBlock)
3386 {
3387 num3++;
3388 }
3389 }
3390 else
3391 {
3392 num = lot.x - roofStyle.w;
3393 num2 = lot.z - roofStyle.h;
3394 num3 = lot.mx + 1 + roofStyle.w;
3395 num4 = lot.mz + 1 + roofStyle.h;
3396 if (num2 > 0 && num > 1 && map.cells[num - 1, num2].HasFullBlock)
3397 {
3398 num--;
3399 }
3400 if (num3 < Size && num4 < Size && map.cells[num3 - 1, num4].HasFullBlock)
3401 {
3402 num4++;
3403 }
3404 }
3405 int num5;
3406 if (roofStyle.wing)
3407 {
3408 num5 = ((lot.height > 1) ? 1 : 0);
3409 if (num5 != 0)
3410 {
3411 num2--;
3412 num4++;
3413 }
3414 }
3415 else
3416 {
3417 num5 = 0;
3418 }
3419 int num6 = num4 + (reverse ? roofStyle.w : roofStyle.h) * 2 - num2;
3420 int idRoofTile = lot.idRoofTile;
3421 int num7 = lot.idBlock;
3422 int num8 = num7;
3423 if (num7 >= EMono.sources.blocks.rows.Count)
3424 {
3425 num7 = EMono.sources.blocks.rows.Count - 1;
3426 }
3427 if (num8 >= EMono.sources.floors.rows.Count)
3428 {
3429 num8 = EMono.sources.floors.rows.Count - 1;
3430 }
3431 int num9 = lot.idRamp;
3432 if (num9 >= EMono.sources.blocks.rows.Count)
3433 {
3434 num9 = EMono.sources.blocks.rows.Count - 1;
3435 }
3436 bool flag = false;
3437 int num10 = num6 / 2 - roofStyle.flatW;
3438 int num11 = num6 / 2 + roofStyle.flatW + ((num6 % 2 != 0) ? 1 : 0);
3439 SourceBlock.Row row = (roofStyle.useDefBlock ? cell.sourceFloor._defBlock : EMono.sources.blocks.rows[num7]);
3440 int num12 = 0;
3441 int num13 = ((num5 != 0) ? (-1) : 0);
3442 int num14 = 0;
3443 Vector3 vector = (lot.fullblock ? roofStyle.posFixBlock : roofStyle.posFix);
3444 switch (roofStyle.type)
3445 {
3446 case RoofStyle.Type.Default:
3447 flag = num6 % 2 == 1 && roofStyle.flatW == 0;
3448 break;
3449 case RoofStyle.Type.Flat:
3450 case RoofStyle.Type.FlatFloor:
3451 num10 = roofStyle.flatW;
3452 num11 = num6 - roofStyle.flatW;
3453 if (num10 == 0)
3454 {
3455 num14 = 1;
3456 }
3457 if (roofStyle.type != RoofStyle.Type.FlatFloor)
3458 {
3459 num--;
3460 num3++;
3461 num2--;
3462 num4++;
3463 }
3464 break;
3465 case RoofStyle.Type.Triangle:
3466 num10 = 999;
3467 num11 = 999;
3468 break;
3469 }
3470 for (cz = num2; cz < num4; cz++)
3471 {
3472 for (cx = num; cx < num3; cx++)
3473 {
3474 if (cx < 0 || cz < 0 || cx >= Size || cz >= Size)
3475 {
3476 continue;
3477 }
3478 int num15;
3479 int num16;
3480 if (reverse)
3481 {
3482 num15 = cz;
3483 num16 = cx;
3484 cell = map.cells[num15, num16];
3485 if (roofStyle.wing && cz == num4 - 1 && cell.Right.Right.room != null && cell.Right.Right.room.lot != lot)
3486 {
3487 continue;
3488 }
3489 }
3490 else
3491 {
3492 num15 = cx;
3493 num16 = cz;
3494 cell = map.cells[num15, num16];
3495 if (roofStyle.wing && cz == 0 && cell.Front.Front.room != null && cell.Front.Front.room.lot != lot)
3496 {
3497 continue;
3498 }
3499 }
3500 int num17 = num16 - num15;
3501 room = cell.room;
3502 if (room != null && room.lot != lot)
3503 {
3504 continue;
3505 }
3506 bool flag2 = false;
3507 if (roofStyle.type == RoofStyle.Type.Flat)
3508 {
3509 if (reverse)
3510 {
3511 if (!cell.HasFullBlock || cell.room != null)
3512 {
3513 num14 = ((cell.Left.room != null && cell.Left.room.lot == lot) ? ((cell.Right.room != null && cell.Right.room.lot == lot) ? 1 : ((cell.HasFullBlock && cell.Right.HasFullBlock && cell.Right.room != null) ? 1 : 2)) : (cell.Left.HasFullBlock ? 1 : 0));
3514 }
3515 else if (cell.Left.room?.lot == lot && cell.Right.room != null)
3516 {
3517 num14 = 1;
3518 flag2 = true;
3519 }
3520 else if (cell.Front.room?.lot == lot)
3521 {
3522 num14 = ((cell.FrontRight.room?.lot == lot) ? 1 : 2);
3523 flag2 = true;
3524 }
3525 else if (cell.Right.room?.lot == lot || cell.FrontRight.room?.lot == lot)
3526 {
3527 num14 = 0;
3528 flag2 = true;
3529 }
3530 }
3531 else if (!cell.HasFullBlock || cell.room != null)
3532 {
3533 num14 = ((cell.Front.room != null && cell.Front.room.lot == lot) ? ((cell.Back.room != null && cell.Back.room.lot == lot) ? 1 : (cell.Back.HasFullBlock ? 1 : 2)) : ((cell.HasFullBlock && cell.Front.HasFullBlock && cell.Front.room != null) ? 1 : 0));
3534 }
3535 else if (cell.Right.room?.lot == lot)
3536 {
3537 num14 = ((cell.FrontRight.room?.lot == lot) ? 1 : 0);
3538 flag2 = true;
3539 }
3540 else if (cell.Front.room?.lot == lot || cell.FrontRight.room?.lot == lot)
3541 {
3542 num14 = 2;
3543 flag2 = true;
3544 }
3545 num13 = 0;
3546 }
3547 bool flag3 = isSnowCovered && !cell.isClearSnow;
3548 if (room == null && !roofStyle.coverLot && !flag2 && !(cell.HasFullBlock && cell.IsRoomEdge && flag3))
3549 {
3550 continue;
3551 }
3552 index = cx + cz * Size;
3554 float num18 = (float)num17 * screen.tileAlign.y + (float)lot.mh * _heightMod.y + lot.realHeight + roofFix.y + vector.y;
3555 float num19 = 1000f + param.x * screen.tileWeight.x + (float)lot.mh * _heightMod.z + lot.realHeight * roofFix3.z + roofFix.z + vector.z;
3556 if (lot.height == 1 && lot.heightFix < 20)
3557 {
3558 num18 += roofStyle.lowRoofFix.y;
3559 num19 += roofStyle.lowRoofFix.z;
3560 }
3561 param.x = (float)(cx + cz) * screen.tileAlign.x + roofFix.x + (float)num13 * roofFix2.x + vector.x * (float)(reverse ? 1 : (-1));
3562 param.y = num18 + (float)num13 * roofFix2.y;
3563 param.z = num19 + param.y * screen.tileWeight.z + (float)num13 * roofFix2.z;
3564 param.color = GetRoofLight(lot);
3565 param.snow = idRoofTile == 0 && flag3;
3566 param.shadowFix = 0f;
3567 if (num14 == 1)
3568 {
3570 RenderRow renderRow;
3571 if (roofStyle.type == RoofStyle.Type.FlatFloor)
3572 {
3573 if (cell.HasFullBlock && cell.IsRoomEdge && !flag3)
3574 {
3575 continue;
3576 }
3577 renderRow = EMono.sources.floors.rows[num8];
3578 renderRow.SetRenderParam(param, mat, 0);
3579 param.matColor = lot.colRoof;
3580 }
3581 else
3582 {
3583 renderRow = row;
3584 renderRow.SetRenderParam(param, mat, 0);
3585 param.matColor = lot.colBlock;
3586 }
3587 renderRow.renderData.Draw(param);
3588 if (idRoofTile != 0)
3589 {
3590 renderRow = EMono.sources.blocks.rows[EMono.sources.objs.rows[idRoofTile].idRoof];
3591 int num20 = (reverse ? 1 : 0) + ((!flag) ? 2 : 0);
3592 renderRow.SetRenderParam(param, MATERIAL.sourceGold, num20);
3593 param.matColor = lot.colRoof;
3594 if (roofStyle.type == RoofStyle.Type.FlatFloor)
3595 {
3596 param.x += roofStyle.posFixBlock.x;
3597 param.y += roofStyle.posFixBlock.y;
3598 param.z += roofStyle.posFixBlock.z;
3599 }
3600 if (!flag)
3601 {
3602 param.z += 0.5f;
3603 }
3604 if (flag3)
3605 {
3606 param.matColor = 104025f;
3607 if (roofStyle.type != RoofStyle.Type.FlatFloor)
3608 {
3609 param.z += roofStyle.snowZ;
3610 }
3611 param.tile = renderRow.renderData.ConvertTile(renderRow.snowTile) + num20;
3612 renderRow.renderData.Draw(param);
3613 }
3614 else
3615 {
3616 renderRow.renderData.Draw(param);
3617 }
3618 }
3619 else if (flag3 && roofStyle.type == RoofStyle.Type.FlatFloor)
3620 {
3621 param.matColor = 104025f;
3622 param.tile = 10f;
3623 param.x += roofStyle.snowFix.x;
3624 param.y += roofStyle.snowFix.y;
3625 param.z += roofStyle.snowZ + roofStyle.snowFix.z;
3626 renderRow.renderData.Draw(param);
3627 }
3628 }
3629 else
3630 {
3631 if (idRoofTile != 0)
3632 {
3633 int num21 = ((!reverse) ? ((num14 != 0) ? 2 : 0) : ((num14 != 0) ? 1 : 3));
3634 if (lot.altRoof && !flag && (roofStyle.type == RoofStyle.Type.Default || roofStyle.type == RoofStyle.Type.DefaultNoTop))
3635 {
3636 param.shadowFix = num21 + 1;
3637 }
3638 RenderRow renderRow = EMono.sources.objs.rows[idRoofTile];
3639 renderRow.SetRenderParam(param, MATERIAL.sourceGold, num21);
3640 param.matColor = lot.colRoof;
3641 if (flag3)
3642 {
3643 param.matColor = 104025f;
3644 param.z += roofStyle.snowZ;
3645 param.tile = renderRow.renderData.ConvertTile(renderRow.snowTile) + num21 + (lot.altRoof ? 8 : 0);
3646 renderRow.renderData.Draw(param);
3647 }
3648 else
3649 {
3650 param.tile += (lot.altRoof ? 8 : 0);
3651 renderRow.renderData.Draw(param);
3652 }
3653 param.shadowFix = 0f;
3654 }
3655 if (num13 >= 0)
3656 {
3657 param.y += roofRampFix.y;
3658 param.z += roofRampFix.z;
3659 RenderRow renderRow = EMono.sources.blocks.rows[num9];
3660 renderRow.SetRenderParam(param, MATERIAL.sourceGold, (!reverse) ? ((num14 != 0) ? 2 : 0) : ((num14 != 0) ? 1 : 3));
3661 param.matColor = lot.colBlock;
3662 renderRow.renderData.Draw(param);
3663 }
3664 }
3665 CellEffect effect = cell.effect;
3666 if (effect != null && effect.FireAmount > 0)
3667 {
3669 }
3670 if (num13 < 1)
3671 {
3672 continue;
3673 }
3674 if (roofStyle.type != RoofStyle.Type.Flat)
3675 {
3676 param.snow = false;
3677 }
3678 for (int i = 0; i < num13; i++)
3679 {
3680 param.x = (float)(cx + cz) * screen.tileAlign.x + roofFix.x + (float)i * roofFix2.x + vector.x * (float)(reverse ? 1 : (-1));
3681 param.y = num18 + (float)i * roofFix2.y;
3682 param.z = num19 + param.y * screen.tileWeight.z + (float)i * roofFix2.z;
3683 RenderRow renderRow = row;
3684 renderRow.SetRenderParam(param, MATERIAL.sourceGold, 0);
3685 param.matColor = lot.colBlock;
3686 renderRow.renderData.Draw(param);
3687 index++;
3688 CellEffect effect2 = cell.effect;
3689 if (effect2 != null && effect2.FireAmount > 0 && Rand.bytes[index % Rand.MaxBytes] % 3 == 0)
3690 {
3692 }
3693 }
3694 }
3695 num12++;
3696 if (roofStyle.type != RoofStyle.Type.Flat)
3697 {
3698 if (num12 == num10)
3699 {
3700 num14 = 1;
3701 }
3702 if (num12 == num11)
3703 {
3704 num14 = 2;
3705 num13++;
3706 }
3707 num13 += num14 switch
3708 {
3709 1 => 0,
3710 0 => 1,
3711 _ => -1,
3712 };
3713 }
3714 }
3715 }
Vector3 roofFix2
Definition: BaseTileMap.cs:75
int GetRoofLight(Lot lot)
Vector3 roofFix3
Definition: BaseTileMap.cs:77
Vector3 roofRampFix
Definition: BaseTileMap.cs:71
SourceMaterial.Row matBlock
Definition: BaseTileMap.cs:378
RenderDataEffect rendererEffect
Definition: BaseTileMap.cs:229
Vector3 roofFix
Definition: BaseTileMap.cs:73
RoofStyle[] roofStyles
Definition: BaseTileMap.cs:510
int FireAmount
Definition: CellEffect.cs:162
CellEffect effect
Definition: Cell.cs:94
Cell Back
Definition: Cell.cs:153
bool isClearSnow
Definition: Cell.cs:450
Cell Left
Definition: Cell.cs:165
bool IsRoomEdge
Definition: Cell.cs:868
bool HasFullBlock
Definition: Cell.cs:817
Cell FrontRight
Definition: Cell.cs:177
static SourceManager sources
Definition: EMono.cs:41
bool altRoof
Definition: Lot.cs:46
int colBlock
Definition: Lot.cs:32
int idRamp
Definition: Lot.cs:24
int colRoof
Definition: Lot.cs:30
int mh
Definition: Lot.cs:58
int heightFix
Definition: Lot.cs:18
float realHeight
Definition: Lot.cs:64
int idBlock
Definition: Lot.cs:22
int height
Definition: Lot.cs:12
int idRoofTile
Definition: Lot.cs:20
bool reverse
Definition: Lot.cs:42
static SourceMaterial.Row sourceGold
Definition: MATERIAL.cs:45
Cell[,] cells
Definition: Map.cs:85
Definition: Rand.cs:4
static int MaxBytes
Definition: Rand.cs:5
static byte[] bytes
Definition: Rand.cs:9
new void Draw(RenderParam p, int tile=0)
int ConvertTile(int tile)
Definition: RenderData.cs:110
void SetRenderParam(RenderParam p, SourceMaterial.Row mat, int dir)
Definition: RenderRow.cs:383
RenderData renderData
Definition: RenderRow.cs:71
int snowTile
Definition: RenderRow.cs:28
Vector3 lowRoofFix
Definition: RoofStyle.cs:39
Vector3 posFix
Definition: RoofStyle.cs:35
int flatW
Definition: RoofStyle.cs:23
float snowZ
Definition: RoofStyle.cs:43
bool coverLot
Definition: RoofStyle.cs:33
Vector3 posFixBlock
Definition: RoofStyle.cs:37
bool wing
Definition: RoofStyle.cs:29
Vector3 snowFix
Definition: RoofStyle.cs:41
Type type
Definition: RoofStyle.cs:17
SourceObj objs
SourceBlock blocks
SourceFloor floors

References _heightMod, Lot.altRoof, Cell.Back, SourceManager.blocks, Rand.bytes, cell, Map.cells, Lot.colBlock, Lot.colRoof, RenderData.ConvertTile(), RoofStyle.coverLot, cx, cz, RenderData.Draw(), RenderDataEffect.Draw(), Cell.effect, CellEffect.FireAmount, RoofStyle.flatW, SourceManager.floors, Cell.Front, Cell.FrontRight, GetRoofLight(), RoofStyle.h, Cell.HasFullBlock, height, Lot.height, Lot.heightFix, Lot.idBlock, Lot.idRamp, Lot.idRoofStyle, Lot.idRoofTile, if(), index, Cell.isClearSnow, Cell.IsRoomEdge, isSnowCovered, Cell.Left, Room.lot, RoofStyle.lowRoofFix, map, matBlock, Rand.MaxBytes, Lot.mh, SourceManager.objs, param, RoofStyle.posFix, RoofStyle.posFixBlock, Lot.realHeight, RenderRow.renderData, rendererEffect, Lot.reverse, Cell.Right, roofFix, roofFix2, roofFix3, roofRampFix, roofStyles, room, Cell.room, screen, RenderRow.SetRenderParam(), Size, RoofStyle.snowFix, RenderRow.snowTile, RoofStyle.snowZ, MATERIAL.sourceGold, EMono.sources, BaseGameScreen.tileAlign, BaseGameScreen.tileWeight, Cell.TopHeight, RoofStyle.type, RoofStyle.w, RoofStyle.wing, MeshPassParam.y, and MeshPassParam.z.

Referenced by Draw().

◆ DrawTile()

virtual void BaseTileMap.DrawTile ( )
inlinevirtual

Reimplemented in TileMapElona.

Definition at line 921 of file BaseTileMap.cs.

922 {
923 count++;
924 index = cx + cz * Size;
925 this.cell = (param.cell = map.cells[cx, cz]);
926 detail = this.cell.detail;
927 isSeen = this.cell.isSeen;
928 this.room = this.cell.room;
929 roof = this.cell.HasRoof;
930 matBlock = this.cell.matBlock;
932 bool flag = this.cell.isFloating;
933 snowed = isSnowCovered && !roof && !this.cell.isClearSnow && !this.cell.isDeck && !flag;
935 floorDir = this.cell.floorDir;
936 if (snowed && !this.cell.sourceFloor.ignoreSnow)
937 {
938 if (this.cell.IsFloorWater)
939 {
941 matFloor = this.cell.matFloor;
942 }
943 else
944 {
945 if (this.cell.sourceObj.snowTile > 0)
946 {
948 floorDir = this.cell.sourceObj.snowTile - 1;
949 }
950 else if (index % 3 == 0 && Rand.bytes[index % Rand.MaxBytes] < 8 && !this.cell.HasObj && this.cell.FirstThing == null)
951 {
954 }
955 else
956 {
958 }
960 }
961 }
962 else
963 {
965 matFloor = this.cell.matFloor;
966 }
967 bool isWater = sourceFloor.tileType.IsWater;
968 light = (this.cell.pcSync ? this.cell.light : (this.cell.light / 3 * 2));
970 height = this.cell.height;
971 hasBridge = this.cell._bridge != 0;
973 if (hasBridge)
974 {
976 {
978 }
979 if (snowed && !this.cell.sourceBridge.ignoreSnow)
980 {
981 if (this.cell.IsBridgeWater)
982 {
984 matBridge = this.cell.matBridge;
985 }
986 else
987 {
990 }
991 }
992 else
993 {
995 matBridge = this.cell.matBridge;
996 }
997 }
998 else if (height < currentHeight)
999 {
1001 }
1002 if (blockLight < 0f)
1003 {
1004 blockLight = 0f;
1005 }
1006 liquidLv = (param.liquidLv = ((!flag && !isUnderwater) ? (((this.cell.liquidLv + this.cell._bridge != 0) ? this.cell.sourceBridge.tileType.LiquidLV : sourceFloor.tileType.LiquidLV) * 10) : 0));
1007 if (this.cell.shore != 0 && liquidLv > 20)
1008 {
1009 liquidLv = (param.liquidLv = 20);
1010 }
1011 if (liquidLv > 99)
1012 {
1013 liquidLv = (param.liquidLv = 99);
1014 }
1015 CellEffect effect = this.cell.effect;
1016 if (effect != null && effect.IsFire)
1017 {
1018 blockLight += 0.2f;
1019 totalFire++;
1020 }
1021 if (blockLight > lightLimit)
1022 {
1024 }
1025 blockLight += shadowModStrength * (float)(int)this.cell.shadowMod * _heightMod.x * _shadowStrength;
1026 if (this.room != null)
1027 {
1028 this.room.lot.sync = true;
1029 if (this.room.lot.light < blockLight)
1030 {
1031 this.room.lot.light = blockLight;
1032 }
1033 }
1034 if (currentLot != null && currentLot.idRoofStyle != 0)
1035 {
1036 bool flag2 = this.cell.IsRoomEdge && (this.cell.Front.room?.lot == currentLot || this.cell.Right.room?.lot == currentLot || this.cell.FrontRight.room?.lot == currentLot);
1037 if (!buildMode)
1038 {
1039 if ((this.room != null && this.room.lot == currentLot) || flag2)
1040 {
1042 }
1043 else
1044 {
1045 blockLight += (isSnowCovered ? (-0.02f) : lotLight2);
1046 }
1047 }
1048 }
1049 if (this.cell.outOfBounds && darkenOuter)
1050 {
1051 blockLight -= 0.1f;
1052 if (fogBounds)
1053 {
1054 isSeen = false;
1055 }
1056 }
1058 param.color = (blockLight = (int)(blockLight * 50f) * 262144 + ((this.cell.lightR >= 64) ? 63 : this.cell.lightR) * 4096 + ((this.cell.lightG >= 64) ? 63 : this.cell.lightG) * 64 + ((this.cell.lightB >= 64) ? 63 : this.cell.lightB));
1059 if (snowed)
1060 {
1063 {
1065 }
1066 floorLight = (int)(floorLight * 50f) * 262144 + (int)((float)((this.cell.lightR >= 50) ? 50 : this.cell.lightR) * snowColor) * 4096 + (int)((float)((this.cell.lightG >= 50) ? 50 : this.cell.lightG) * snowColor) * 64 + (int)((float)((this.cell.lightB >= 50) ? 50 : this.cell.lightB) * snowColor) + snowColorToken;
1067 }
1068 else if (isSnowCovered && !roof)
1069 {
1070 floorLight = (int)(floorLight * 50f) * 262144 + (int)((float)((this.cell.lightR >= 50) ? 50 : this.cell.lightR) * snowColor2) * 4096 + (int)((float)((this.cell.lightG >= 50) ? 50 : this.cell.lightG) * snowColor2) * 64 + (int)((float)((this.cell.lightB >= 50) ? 50 : this.cell.lightB) * snowColor2) + snowColorToken;
1071 }
1072 else
1073 {
1075 }
1076 bool num = this.room != null && sourceBlock.tileType.CastShadowSelf && !this.cell.hasDoor;
1077 bool flag3 = this.room != null && showRoof && this.room.lot.idRoofStyle != 0 && !this.room.data.atrium && !sourceBlock.tileType.Invisible;
1078 if (flag3 && this.cell.hasDoor && this.cell.IsLotEdge)
1079 {
1080 flag3 = false;
1081 }
1082 if (num || !isSeen || flag3)
1083 {
1084 floorLight += -3145728f;
1085 }
1086 if (this.cell.isWatered && !snowed)
1087 {
1088 floorLight += -2359296f;
1089 }
1090 param.snow = false;
1091 param.x = (float)(cx + cz) * screen.tileAlign.x;
1092 param.y = (float)(cz - cx) * screen.tileAlign.y + (float)height * _heightMod.y;
1093 param.z = 1000f + param.x * screen.tileWeight.x + param.y * screen.tileWeight.z + (float)height * _heightMod.z;
1094 if (flag)
1095 {
1096 param.y += 0.01f * floatY;
1097 }
1098 if (detail != null)
1099 {
1100 TransAnime anime = detail.anime;
1101 if (anime != null && anime.animeBlock)
1102 {
1103 TransAnime anime2 = detail.anime;
1104 param.x += anime2.v.x;
1105 param.y += anime2.v.y;
1106 param.z += anime2.v.z;
1107 }
1108 if (detail.designation != null)
1109 {
1111 }
1112 }
1113 if (screenHighlight != 0 && screenHighlight == ScreenHighlight.SunMap && Map.sunMap.Contains(index))
1114 {
1116 }
1117 if (this.cell._roofBlock != 0 && (isSeen || !EMono._zone.UseFog) && showRoof && !lowBlock)
1118 {
1121 this.tileType = row.tileType;
1122 param.mat = row2;
1123 param.dir = this.cell._roofBlockDir % 4;
1124 param.snow = isSnowCovered && !this.cell.isClearSnow;
1125 orgX = param.x;
1126 orgY = param.y;
1127 orgZ = param.z;
1128 SetRoofHeight(param, this.cell, cx, cz, 0, this.cell._roofBlockDir / 4, this.tileType.IsWallOrFence ? param.dir : (-1));
1129 switch (this.tileType.blockRenderMode)
1130 {
1131 case BlockRenderMode.FullBlock:
1132 param.color -= (int)(_shadowStrength * 50f) * 262144;
1133 param.tile = row._tiles[param.dir % row._tiles.Length];
1134 param.matColor = ((row.colorMod == 0) ? 104025 : GetColorInt(ref row2.matColor, row.colorMod));
1135 row.renderData.Draw(param);
1136 break;
1137 case BlockRenderMode.WallOrFence:
1138 {
1139 _lowblock = true;
1140 int dir = param.dir;
1141 if (dir == 0 || dir == 2)
1142 {
1143 param.dir = 0;
1144 _sourceBlock = row;
1145 this.tileType = _sourceBlock.tileType;
1146 if (_sourceBlock.useAltColor)
1147 {
1148 param.matColor = ((_sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref param.mat.altColor, _sourceBlock.colorMod));
1149 }
1150 else
1151 {
1152 param.matColor = ((_sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref param.mat.matColor, _sourceBlock.colorMod));
1153 }
1154 param.tile = (tile = _sourceBlock._tiles[0] + ((_lowblock && !this.tileType.IsFence) ? 32 : 0));
1155 _sourceBlock.renderData.Draw(param);
1156 param.z -= 0.01f;
1157 }
1158 if (dir == 1 || dir == 2)
1159 {
1160 param.dir = 1;
1161 _sourceBlock = row;
1162 this.tileType = _sourceBlock.tileType;
1163 if (_sourceBlock.useAltColor)
1164 {
1165 param.matColor = ((_sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref param.mat.altColor, _sourceBlock.colorMod));
1166 }
1167 else
1168 {
1169 param.matColor = ((_sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref param.mat.matColor, _sourceBlock.colorMod));
1170 }
1171 param.tile = (tile = -_sourceBlock._tiles[0] + ((_lowblock && !this.tileType.IsFence) ? (-32) : 0));
1172 _sourceBlock.renderData.Draw(param);
1173 }
1174 break;
1175 }
1176 case BlockRenderMode.HalfBlock:
1177 _sourceBlock = ((row.id == 5) ? EMono.sources.blocks.rows[row2.defBlock] : row);
1178 param.tile = _sourceBlock._tiles[0];
1179 param.matColor = ((_sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref row2.matColor, _sourceBlock.colorMod));
1180 param.tile2 = _sourceBlock.sourceAutoFloor._tiles[0];
1181 param.halfBlockColor = ((_sourceBlock.sourceAutoFloor.colorMod == 0) ? 104025 : GetColorInt(ref row2.matColor, _sourceBlock.sourceAutoFloor.colorMod));
1182 row.renderData.Draw(param);
1183 break;
1184 case BlockRenderMode.Pillar:
1185 {
1186 RenderData renderData = row.renderData;
1187 param.tile = row._tiles[param.dir % row._tiles.Length];
1188 param.matColor = ((row.colorMod == 0) ? 104025 : GetColorInt(ref row2.matColor, row.colorMod));
1189 renderData.Draw(param);
1190 param.tile = renderData.idShadow;
1191 SourcePref shadowPref = renderData.shadowPref;
1192 int shadow2 = shadowPref.shadow;
1193 passShadow.AddShadow(param.x + renderData.offsetShadow.x, param.y + renderData.offsetShadow.y, param.z + renderData.offsetShadow.z, ShadowData.Instance.items[shadow2], shadowPref, 0, param.snow);
1194 break;
1195 }
1196 default:
1197 param.tile = row._tiles[param.dir % row._tiles.Length];
1198 param.matColor = ((row.colorMod == 0) ? 104025 : GetColorInt(ref row2.matColor, row.colorMod));
1199 row.renderData.Draw(param);
1200 break;
1201 }
1202 param.x = orgX;
1203 param.y = orgY;
1204 param.z = orgZ;
1205 param.color = blockLight;
1206 }
1207 fogged = false;
1208 bool flag4 = this.cell.isSurrounded && innerMode != 0 && sourceBlock.tileType.IsFullBlock;
1209 if (!(!isSeen || flag4))
1210 {
1211 goto IL_169b;
1212 }
1213 bool isRoomEdge = this.cell.IsRoomEdge;
1214 orgY = param.y;
1215 orgZ = param.z;
1216 param.color = (int)(50f * (_baseBrightness + fogBrightness)) * 262144;
1217 param.matColor = 104025f;
1218 if (hasBridge)
1219 {
1220 param.y = (float)(cz - cx) * screen.tileAlign.y + (float)(int)this.cell.bridgeHeight * _heightMod.y + ugFixBridgeBottom.x;
1221 param.z = 1000f + param.x * screen.tileWeight.x + param.y * screen.tileWeight.z + (float)(int)this.cell.bridgeHeight * _heightMod.z;
1222 }
1223 bool flag5 = (!isSeen && EMono._zone.UseFog) || flag4;
1224 if (flag5)
1225 {
1226 param.tile = 7f;
1228 param.tile = 0f;
1230 }
1231 else if (this.cell.HasFloodBlock && isRoomEdge)
1232 {
1233 param.tile = 9f;
1235 }
1236 else
1237 {
1238 param.tile = 8f;
1240 }
1241 if ((this.cell.isSlopeEdge || hasBridge) && (flag5 || !isRoomEdge))
1242 {
1243 float num2 = (float)(int)this.cell.TopHeight * _heightMod.y;
1244 param.tile = 0f;
1245 for (int i = 0; (float)i < num2 / heightBlockSize; i++)
1246 {
1247 param.y += ugFix.y;
1248 param.z += ugFix.z + slopeFixZ * (float)i;
1249 if (flag5)
1250 {
1252 }
1253 else
1254 {
1256 }
1257 }
1258 }
1259 param.y = orgY;
1260 param.z = orgZ;
1261 param.color = blockLight;
1262 if (flag5)
1263 {
1264 if (detail == null || !EMono.pc.hasTelepathy)
1265 {
1266 return;
1267 }
1268 }
1269 else
1270 {
1271 if (isRoomEdge)
1272 {
1273 goto IL_169b;
1274 }
1275 if (detail == null || !EMono.pc.hasTelepathy)
1276 {
1277 if (noRoofMode || detail == null)
1278 {
1279 return;
1280 }
1281 fogged = true;
1282 }
1283 }
1284 goto IL_7ba5;
1285 IL_169b:
1286 if (this.cell.isSlopeEdge)
1287 {
1288 float num3 = (float)height * _heightMod.y;
1289 orgY = param.y;
1290 orgZ = param.z;
1291 param.dir = this.cell.blockDir;
1292 if (snowed)
1293 {
1294 param.color = floorLight;
1295 }
1296 SourceBlock.Row defBlock;
1297 if (sourceBlock.tileType.IsFullBlock)
1298 {
1299 defBlock = sourceBlock;
1300 param.mat = matBlock;
1301 param.tile = sourceBlock._tiles[this.cell.blockDir % sourceBlock._tiles.Length];
1302 param.matColor = ((sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref matBlock.matColor, sourceBlock.colorMod));
1303 }
1304 else
1305 {
1306 defBlock = sourceFloor._defBlock;
1307 param.mat = matFloor;
1308 param.tile = defBlock._tiles[this.cell.blockDir % defBlock._tiles.Length];
1309 if (defBlock.id != 1)
1310 {
1311 param.matColor = ((sourceFloor.colorMod == 0) ? 104025 : GetColorInt(ref matFloor.matColor, sourceFloor.colorMod));
1312 }
1313 else
1314 {
1315 param.matColor = 104025f;
1316 }
1317 }
1318 for (int j = 0; (float)j < num3 / heightBlockSize; j++)
1319 {
1320 param.y += ugFix.y;
1321 param.z += ugFix.z + slopeFixZ * (float)j;
1322 defBlock.renderData.Draw(param);
1323 if (this.cell.pcSync && EMono.player.lightPower > 0f)
1324 {
1325 float num4 = param.tile;
1326 param.tile = 0f;
1328 param.tile = num4;
1329 }
1330 }
1331 param.y = orgY;
1332 param.z = orgZ;
1333 }
1334 param.color = floorLight;
1335 if (!isWater && (this.cell.Front.sourceFloor.tileType.IsWater || this.cell.Right.sourceFloor.tileType.IsWater) && this.cell.sourceBlock.tileType.RenderWaterBlock && !flag)
1336 {
1337 orgY = param.y;
1338 orgZ = param.z;
1339 int num5 = 0;
1340 if (sourceBlock.tileType.IsFullBlock)
1341 {
1343 num5 = sourceBlock._tiles[this.cell.blockDir % sourceBlock._tiles.Length];
1344 }
1345 else
1346 {
1347 SourceBlock.Row row3 = sourceFloor._defBlock;
1348 num5 = row3._tiles[this.cell.blockDir % row3._tiles.Length];
1349 }
1350 if (((this.cell.Front.shore / 12) & 1) == 0 && this.cell.Front.sourceFloor.tileType.IsWater && this.cell.Front.height <= height && this.cell.Front.sourceBlock.tileType.RenderWaterBlock)
1351 {
1352 param.y = (float)(cz - cx) * screen.tileAlign.y - (this.cell.Front.sourceFloor.tileType.IsDeepWater ? 0.6f : 0.4f) + (float)(int)this.cell.Front.height * _heightMod.y;
1353 param.z = 1000f + param.x * screen.tileWeight.x + param.y * screen.tileWeight.z;
1354 param.tile = num5 + ((!this.cell.Front.sourceFloor.tileType.IsDeepWater) ? 3000000 : 0);
1356 }
1357 if (((this.cell.Right.shore / 12) & 8) == 0 && this.cell.Right.sourceFloor.tileType.IsWater && this.cell.Right.height <= height && this.cell.Right.sourceBlock.tileType.RenderWaterBlock)
1358 {
1359 param.y = (float)(cz - cx) * screen.tileAlign.y - (this.cell.Right.sourceFloor.tileType.IsDeepWater ? 0.6f : 0.4f) + (float)(int)this.cell.Right.height * _heightMod.y;
1360 param.z = 1000f + param.x * screen.tileWeight.x + param.y * screen.tileWeight.z;
1361 param.tile = num5 + ((!this.cell.Right.sourceFloor.tileType.IsDeepWater) ? 3000000 : 0);
1363 }
1364 param.y = orgY;
1365 param.z = orgZ;
1366 }
1367 if (showBorder && !this.cell.outOfBounds)
1368 {
1369 param.matColor = 104025f;
1370 if (cx == EMono._map.bounds.x)
1371 {
1372 renderBorder.Draw(param, 12 + (EMono.world.date.IsNight ? 4 : 0));
1373 }
1374 else if (cx == EMono._map.bounds.maxX)
1375 {
1376 renderBorder.Draw(param, 13 + (EMono.world.date.IsNight ? 4 : 0));
1377 }
1378 if (cz == EMono._map.bounds.z)
1379 {
1380 renderBorder.Draw(param, 14 + (EMono.world.date.IsNight ? 4 : 0));
1381 }
1382 else if (cz == EMono._map.bounds.maxZ)
1383 {
1384 renderBorder.Draw(param, 15 + (EMono.world.date.IsNight ? 4 : 0));
1385 }
1386 }
1387 if (this.cell.isSkyFloor || (detail != null && detail.anime != null && detail.anime.drawBlock))
1388 {
1389 orgY = param.y;
1390 orgZ = param.z;
1391 SourceBlock.Row defBlock2 = sourceFloor._defBlock;
1392 param.mat = matFloor;
1393 param.tile = defBlock2._tiles[this.cell.blockDir % defBlock2._tiles.Length];
1394 if (defBlock2.id != 1)
1395 {
1396 param.matColor = ((sourceFloor.colorMod == 0) ? 104025 : GetColorInt(ref matFloor.matColor, sourceFloor.colorMod));
1397 }
1398 else
1399 {
1400 param.matColor = 104025f;
1401 }
1402 for (int k = 0; k < ((!this.cell.isSkyFloor) ? 1 : EMono._map.config.skyBlockHeight); k++)
1403 {
1404 param.y += ugFix.y;
1405 param.z += ugFix.z + slopeFixZ * (float)k;
1406 defBlock2.renderData.Draw(param);
1407 }
1408 param.y = orgY;
1409 param.z = orgZ;
1410 }
1411 if (!sourceFloor.tileType.IsSkipFloor)
1412 {
1413 if ((hasBridge && sourceBridge.tileType.CastShadowSelf) || this.cell.castFloorShadow)
1414 {
1415 floorLight2 = _lightMod * light * 0.2f + _baseBrightness + _shadowStrength * floorShadowStrength * (isWater ? 0.7f : (hasBridge ? 1f : (0.6f * (1f - nightRatio))));
1416 if (snowed)
1417 {
1418 floorLight2 = (int)((double)floorLight2 * 0.85 * 50.0) * 262144 + snowColorToken;
1419 }
1420 else
1421 {
1422 floorLight2 = (int)(floorLight2 * 50f) * 262144 + ((this.cell.lightR >= 64) ? 63 : this.cell.lightR) * 4096 + ((this.cell.lightG >= 64) ? 63 : this.cell.lightG) * 64 + ((this.cell.lightB >= 64) ? 63 : this.cell.lightB);
1423 }
1424 param.color = floorLight2;
1425 if (this.cell.lotShade)
1426 {
1428 }
1429 }
1430 floorMatColor = ((sourceFloor.colorMod == 0) ? 104025 : GetColorInt(ref matFloor.matColor, sourceFloor.colorMod));
1431 if (isWater && flag)
1432 {
1433 param.y -= 0.01f * floatY;
1434 }
1435 if (!sourceBlock.tileType.IsSkipFloor || sourceBlock.transparent || hasBridge || this.cell.hasDoor || this.cell.skipRender)
1436 {
1437 param.mat = matFloor;
1438 param.tile = sourceFloor._tiles[floorDir % sourceFloor._tiles.Length];
1439 param.matColor = floorMatColor;
1440 param.snow = snowed;
1441 if (this.cell.isDeck)
1442 {
1443 param.z += 1f;
1444 if ((bool)sourceFloor.renderData.subData)
1445 {
1446 sourceFloor.renderData.subData.Draw(param);
1447 }
1448 sourceFloor.renderData.Draw(param);
1449 param.z -= 1f;
1450 }
1451 else
1452 {
1453 if ((bool)sourceFloor.renderData.subData)
1454 {
1455 sourceFloor.renderData.subData.Draw(param);
1456 }
1457 sourceFloor.renderData.Draw(param);
1458 }
1459 int num6 = 0;
1460 if (isSnowCovered && sourceFloor == FLOOR.sourceSnow && !this.cell.hasDoor)
1461 {
1462 if (!this.cell.Right.IsSnowTile && this.cell.Right.topHeight == this.cell.topHeight)
1463 {
1464 num6++;
1465 }
1466 if (!this.cell.Front.IsSnowTile && this.cell.Front.topHeight == this.cell.topHeight)
1467 {
1468 num6 += 2;
1469 }
1470 if (num6 != 0)
1471 {
1472 param.tile = 448 + num6 + 12;
1473 param.z -= 0.1f;
1474 sourceFloor.renderData.Draw(param);
1475 param.z += 0.1f;
1476 }
1477 }
1478 if (this.cell.shadow != 0 && !hasBridge && !this.cell.skipRender)
1479 {
1480 if (snowed)
1481 {
1483 {
1484 param.tile = 448 + this.cell.shadow + 8 + (this.cell.HasFence ? 4 : 0);
1485 param.z -= 0.01f;
1486 sourceFloor.renderData.Draw(param);
1487 }
1488 }
1489 else
1490 {
1491 pass = passEdge;
1493 batch.matrices[pass.idx].m03 = param.x + ambientShadowFix[this.cell.shadow].x;
1494 batch.matrices[pass.idx].m13 = param.y + ambientShadowFix[this.cell.shadow].y;
1495 batch.matrices[pass.idx].m23 = param.z + ambientShadowFix[this.cell.shadow].z;
1496 batch.tiles[pass.idx] = 448 + this.cell.shadow;
1498 batch.matColors[pass.idx] = 104025f;
1499 pass.idx++;
1500 if (pass.idx == pass.batchSize)
1501 {
1502 pass.NextBatch();
1503 }
1504 }
1505 if (!sourceFloor.ignoreTransition && !snowed)
1506 {
1507 Cell back = this.cell.Back;
1508 if (back.sourceBlock.transition[0] != -1 && back.isSeen && !back.hasDoor)
1509 {
1510 pass = passFloor;
1512 batch.matrices[pass.idx].m03 = param.x + transitionFix[0].x;
1513 batch.matrices[pass.idx].m13 = param.y + transitionFix[0].y;
1514 batch.matrices[pass.idx].m23 = param.z + transitionFix[0].z;
1515 batch.tiles[pass.idx] = 480 + back.sourceBlock.transition[0] + Rand.bytes[index % Rand.MaxBytes] % back.sourceBlock.transition[1];
1517 batch.matColors[pass.idx] = GetColorInt(ref back.matBlock.matColor, back.sourceBlock.colorMod);
1518 pass.idx++;
1519 if (pass.idx == pass.batchSize)
1520 {
1521 pass.NextBatch();
1522 }
1523 }
1524 back = this.cell.Left;
1525 if (back.sourceBlock.transition[0] != -1 && back.isSeen && !back.hasDoor)
1526 {
1527 pass = passFloor;
1529 batch.matrices[pass.idx].m03 = param.x + transitionFix[1].x;
1530 batch.matrices[pass.idx].m13 = param.y + transitionFix[1].y;
1531 batch.matrices[pass.idx].m23 = param.z + transitionFix[1].z;
1532 batch.tiles[pass.idx] = 512 + back.sourceBlock.transition[0] + Rand.bytes[index % Rand.MaxBytes] % back.sourceBlock.transition[1];
1534 batch.matColors[pass.idx] = GetColorInt(ref back.matBlock.matColor, back.sourceBlock.colorMod);
1535 pass.idx++;
1536 if (pass.idx == pass.batchSize)
1537 {
1538 pass.NextBatch();
1539 }
1540 }
1541 }
1542 }
1543 if (this.cell.autotile != 0 && sourceFloor.autotile != 0 && (!hasBridge || this.cell.bridgeHeight - this.cell.height > 3) && !this.cell.skipRender && num6 == 0)
1544 {
1545 pass = (isWater ? passAutoTileWater : passAutoTile);
1547 batch.matrices[pass.idx].m03 = param.x;
1548 batch.matrices[pass.idx].m13 = param.y;
1549 batch.matrices[pass.idx].m23 = param.z + ((hasBridge || this.cell._block != 0) ? 0.8f : 0f);
1550 batch.tiles[pass.idx] = (26 + sourceFloor.autotile / 2) * 32 + sourceFloor.autotile % 2 * 16 + this.cell.autotile;
1551 batch.colors[pass.idx] = param.color + (float)((int)(sourceFloor.autotileBrightness * 100f) * 262144);
1553 pass.idx++;
1554 if (pass.idx == pass.batchSize)
1555 {
1556 pass.NextBatch();
1557 }
1558 }
1559 }
1560 if (isWater)
1561 {
1562 int num7 = 12;
1563 int num8 = this.cell.shore / num7;
1564 int num9 = this.cell.shore % num7;
1565 bool isShoreSand = this.cell.isShoreSand;
1566 if (this.cell.shore != 0)
1567 {
1568 Cell cell = ((((uint)num8 & (true ? 1u : 0u)) != 0) ? this.cell.Back : ((((uint)num8 & 2u) != 0) ? this.cell.Right : ((((uint)num8 & 4u) != 0) ? this.cell.Front : this.cell.Left)));
1569 if (isShoreSand && !cell.sourceFloor.isBeach)
1570 {
1571 cell = ((((uint)num8 & 8u) != 0) ? this.cell.Left : ((((uint)num8 & 4u) != 0) ? this.cell.Front : ((((uint)num8 & 2u) != 0) ? this.cell.Right : this.cell.Back)));
1572 }
1573 if (!cell.IsSnowTile)
1574 {
1575 param.matColor = GetColorInt(ref cell.matFloor.matColor, cell.sourceFloor.colorMod);
1576 if (isShoreSand)
1577 {
1578 pass = passShore;
1580 batch.matrices[pass.idx].m03 = param.x;
1581 batch.matrices[pass.idx].m13 = param.y;
1582 batch.matrices[pass.idx].m23 = param.z;
1583 batch.tiles[pass.idx] = 768 + this.cell.shore / num7;
1586 pass.idx++;
1587 if (pass.idx == pass.batchSize)
1588 {
1589 pass.NextBatch();
1590 }
1591 num9 = 2;
1592 }
1593 else
1594 {
1595 num9 = cell.sourceFloor.edge;
1596 }
1597 param.tile = (24 + num9 / 2) * 32 + num9 % 2 * 16 + num8;
1599 }
1600 }
1601 if (this.cell.Back.isShoreSand && ((uint)(this.cell.Back.shore / num7) & 8u) != 0 && this.cell.Left.isShoreSand && ((uint)(this.cell.Left.shore / num7) & (true ? 1u : 0u)) != 0)
1602 {
1603 param.tile = 785f;
1604 param.matColor = GetColorInt(ref this.cell.BackLeft.matFloor.matColor, this.cell.BackLeft.sourceFloor.colorMod);
1606 Draw(60);
1607 }
1608 if (this.cell.Back.isShoreSand && ((uint)(this.cell.Back.shore / num7) & 2u) != 0 && this.cell.Right.isShoreSand && ((uint)(this.cell.Right.shore / num7) & (true ? 1u : 0u)) != 0)
1609 {
1610 param.tile = 786f;
1611 param.matColor = GetColorInt(ref this.cell.BackRight.matFloor.matColor, this.cell.BackRight.sourceFloor.colorMod);
1613 Draw(56);
1614 }
1615 if (this.cell.Front.isShoreSand && ((uint)(this.cell.Front.shore / num7) & 2u) != 0 && this.cell.Right.isShoreSand && ((uint)(this.cell.Right.shore / num7) & 4u) != 0)
1616 {
1617 param.tile = 787f;
1618 param.matColor = GetColorInt(ref this.cell.FrontRight.matFloor.matColor, this.cell.FrontRight.sourceFloor.colorMod);
1620 Draw(48);
1621 }
1622 if (this.cell.Front.isShoreSand && ((uint)(this.cell.Front.shore / num7) & 8u) != 0 && this.cell.Left.isShoreSand && ((uint)(this.cell.Left.shore / num7) & 4u) != 0)
1623 {
1624 param.tile = 788f;
1625 param.matColor = GetColorInt(ref this.cell.FrontLeft.matFloor.matColor, this.cell.FrontLeft.sourceFloor.colorMod);
1627 Draw(52);
1628 }
1629 if (this.cell._bridge != 0 && this.cell.isBridgeEdge && this.cell.bridgePillar != byte.MaxValue)
1630 {
1631 pass = passEdge;
1633 batch.matrices[pass.idx].m03 = param.x + waterEdgeBridgeFix.x;
1634 batch.matrices[pass.idx].m13 = param.y + waterEdgeBridgeFix.y;
1635 batch.matrices[pass.idx].m23 = param.z + waterEdgeBridgeFix.z;
1636 batch.tiles[pass.idx] = 616 + waterAnimeIndex % 4;
1638 batch.matColors[pass.idx] = 104025f;
1639 pass.idx++;
1640 if (pass.idx == pass.batchSize)
1641 {
1642 pass.NextBatch();
1643 }
1644 }
1645 bool flag6 = false;
1646 if (isShoreSand)
1647 {
1648 if (((uint)num8 & (true ? 1u : 0u)) != 0)
1649 {
1650 if (((uint)num8 & 8u) != 0)
1651 {
1652 if ((num8 & 2) == 0 && (num8 & 4) == 0)
1653 {
1654 Draw(16);
1655 }
1656 flag6 = true;
1657 }
1658 if (((uint)num8 & 2u) != 0)
1659 {
1660 if ((num8 & 8) == 0 && (num8 & 4) == 0)
1661 {
1662 Draw(20);
1663 }
1664 flag6 = true;
1665 }
1666 }
1667 if (((uint)num8 & 4u) != 0)
1668 {
1669 if (((uint)num8 & 8u) != 0)
1670 {
1671 if ((num8 & 2) == 0 && (num8 & 1) == 0)
1672 {
1673 Draw(24);
1674 }
1675 flag6 = true;
1676 }
1677 if (((uint)num8 & 2u) != 0)
1678 {
1679 if ((num8 & 8) == 0 && (num8 & 1) == 0)
1680 {
1681 Draw(28);
1682 }
1683 flag6 = true;
1684 }
1685 }
1686 if (!flag6)
1687 {
1688 if (!this.cell.Front.sourceFloor.tileType.IsWater && !this.cell.Front.isDeck)
1689 {
1690 Draw(8);
1691 }
1692 if (!this.cell.Right.sourceFloor.tileType.IsWater && !this.cell.Right.isDeck)
1693 {
1694 Draw(12);
1695 }
1696 }
1697 }
1698 if (!flag6)
1699 {
1700 if (!this.cell.Back.sourceFloor.tileType.IsWater && !this.cell.Back.isDeck)
1701 {
1702 pass = passEdge;
1704 batch.tiles[pass.idx] = 608 + waterAnimeIndex % 4;
1705 batch.matColors[pass.idx] = 104025f;
1706 if (((uint)(this.cell.shore / num7) & (true ? 1u : 0u)) != 0)
1707 {
1708 if (isShoreSand)
1709 {
1710 param.matColor = GetColorInt(ref this.cell.Back.matFloor.matColor, this.cell.Back.sourceFloor.colorMod);
1711 batch.matrices[pass.idx].m03 = param.x + waterEdgeFixShoreSand.x;
1712 batch.matrices[pass.idx].m13 = param.y + waterEdgeFixShoreSand.y;
1713 batch.matrices[pass.idx].m23 = param.z + waterEdgeFixShoreSand.z;
1716 }
1717 else
1718 {
1719 batch.matrices[pass.idx].m03 = param.x;
1720 batch.matrices[pass.idx].m13 = param.y;
1721 batch.matrices[pass.idx].m23 = param.z + waterEdgeFixShore.z;
1722 }
1723 }
1724 else
1725 {
1726 batch.matrices[pass.idx].m03 = param.x;
1727 batch.matrices[pass.idx].m13 = param.y;
1728 batch.matrices[pass.idx].m23 = param.z + waterEdgeFix.z;
1729 batch.tiles[pass.idx] += 12f;
1730 }
1732 pass.idx++;
1733 if (pass.idx == pass.batchSize)
1734 {
1735 pass.NextBatch();
1736 }
1737 }
1738 if (!this.cell.Left.sourceFloor.tileType.IsWater && !this.cell.Left.isDeck)
1739 {
1740 pass = passEdge;
1742 batch.tiles[pass.idx] = 612 + waterAnimeIndex % 4;
1743 batch.matColors[pass.idx] = 104025f;
1744 if (((uint)(this.cell.shore / num7) & 8u) != 0)
1745 {
1746 if (isShoreSand)
1747 {
1748 param.matColor = GetColorInt(ref this.cell.Left.matFloor.matColor, this.cell.Left.sourceFloor.colorMod);
1749 batch.matrices[pass.idx].m03 = param.x + waterEdgeFixShoreSand.x;
1750 batch.matrices[pass.idx].m13 = param.y + waterEdgeFixShoreSand.y;
1751 batch.matrices[pass.idx].m23 = param.z + waterEdgeFixShoreSand.z;
1754 }
1755 else
1756 {
1757 batch.matrices[pass.idx].m03 = param.x;
1758 batch.matrices[pass.idx].m13 = param.y;
1759 batch.matrices[pass.idx].m23 = param.z + waterEdgeFixShore.z;
1760 }
1761 }
1762 else
1763 {
1764 batch.matrices[pass.idx].m03 = param.x;
1765 batch.matrices[pass.idx].m13 = param.y;
1766 batch.matrices[pass.idx].m23 = param.z + waterEdgeFix.z;
1767 batch.tiles[pass.idx] += 12f;
1768 }
1770 pass.idx++;
1771 if (pass.idx == pass.batchSize)
1772 {
1773 pass.NextBatch();
1774 }
1775 }
1776 }
1777 if (flag)
1778 {
1779 param.y += 0.01f * floatY;
1780 }
1781 }
1782 if (flag)
1783 {
1784 param.z -= 1f;
1785 }
1786 }
1787 if (this.cell.skipRender)
1788 {
1789 if (this.cell.pcSync)
1790 {
1791 param.tile = 0f;
1793 }
1794 return;
1795 }
1796 if (hasBridge)
1797 {
1798 param.y = (float)(cz - cx) * screen.tileAlign.y + (float)(int)this.cell.bridgeHeight * _heightMod.y;
1799 param.z = 1000f + param.x * screen.tileWeight.x + param.y * screen.tileWeight.z + (float)(int)this.cell.bridgeHeight * _heightMod.z;
1800 if (flag)
1801 {
1802 param.y += 0.01f * floatY;
1803 }
1804 param.color = floorLight;
1805 param.mat = matBridge;
1806 floorMatColor = ((sourceBridge.colorMod == 0) ? 104025 : GetColorInt(ref matBridge.matColor, sourceBridge.colorMod));
1807 param.dir = this.cell.floorDir;
1808 param.tile = sourceBridge._tiles[this.cell.floorDir % sourceBridge._tiles.Length];
1809 param.matColor = floorMatColor;
1810 sourceBridge.renderData.Draw(param);
1811 if (this.cell.autotileBridge != 0 && sourceBridge.autotile != 0)
1812 {
1815 batch.matrices[pass.idx].m03 = param.x;
1816 batch.matrices[pass.idx].m13 = param.y;
1817 batch.matrices[pass.idx].m23 = param.z + ((this.cell._block != 0) ? 0.8f : 0f);
1818 batch.tiles[pass.idx] = (26 + sourceBridge.autotile / 2) * 32 + sourceBridge.autotile % 2 * 16 + this.cell.autotileBridge;
1819 batch.colors[pass.idx] = param.color + (float)((int)(sourceBridge.autotileBrightness * 100f) * 262144);
1821 pass.idx++;
1822 if (pass.idx == pass.batchSize)
1823 {
1824 pass.NextBatch();
1825 }
1826 }
1827 if (this.cell.shadow != 0)
1828 {
1830 {
1831 param.tile = 448 + this.cell.shadow + 8 + (this.cell.HasFence ? 4 : 0);
1832 param.z -= 0.01f;
1833 sourceBridge.renderData.Draw(param);
1834 }
1835 else
1836 {
1837 pass = passEdge;
1839 batch.matrices[pass.idx].m03 = param.x + ambientShadowFix[this.cell.shadow].x;
1840 batch.matrices[pass.idx].m13 = param.y + ambientShadowFix[this.cell.shadow].y;
1841 batch.matrices[pass.idx].m23 = param.z + ambientShadowFix[this.cell.shadow].z;
1842 batch.tiles[pass.idx] = 448 + this.cell.shadow;
1844 batch.matColors[pass.idx] = 104025f;
1845 pass.idx++;
1846 if (pass.idx == pass.batchSize)
1847 {
1848 pass.NextBatch();
1849 }
1850 }
1851 }
1852 if (this.cell.isBridgeEdge && this.cell.bridgeHeight - this.cell.height >= 3 && this.cell.bridgePillar != byte.MaxValue && !noSlopMode)
1853 {
1854 orgY = param.y;
1855 orgZ = param.z;
1856 param.y += bridgeFix.y;
1857 param.z += bridgeFix.z;
1858 param.dir = 0;
1859 SourceBlock.Row row4 = sourceBridge._bridgeBlock;
1860 float num10 = (float)(this.cell.bridgeHeight - this.cell.height) * _heightMod.y;
1861 if (this.cell.sourceFloor.tileType == TileType.Sky)
1862 {
1863 num10 += (float)EMono._map.config.skyBlockHeight;
1864 }
1865 int num11 = (int)(num10 / heightBlockSize) + 2;
1866 if (this.cell.bridgePillar != 0)
1867 {
1868 row4 = EMono.sources.blocks.rows[this.cell.bridgePillar];
1869 param.tile = row4._tiles[0] + ((num11 == 2) ? 32 : 0);
1870 param.mat = ((sourceBridge.DefaultMaterial == row4.DefaultMaterial) ? sourceBridge.DefaultMaterial : row4.DefaultMaterial);
1871 param.matColor = ((row4.colorMod == 0) ? 104025 : GetColorInt(ref param.mat.matColor, row4.colorMod));
1872 }
1873 else
1874 {
1875 param.mat = matBlock;
1876 param.tile = row4._tiles[0] + 32;
1877 param.matColor = ((row4.colorMod == 0) ? 104025 : GetColorInt(ref matBridge.matColor, row4.colorMod));
1878 }
1879 param.y += ugFixBridgeTop.y;
1880 param.z += ugFixBridgeTop.z;
1881 for (int l = 0; l < num11; l++)
1882 {
1883 if (l == num11 - 1)
1884 {
1885 param.y = (float)(cz - cx) * screen.tileAlign.y + (float)height * _heightMod.y + ugFixBridgeBottom.y;
1886 param.z = 1000f + param.x * screen.tileWeight.x + param.y * screen.tileWeight.z + (float)height * _heightMod.z + ugFixBridgeBottom.z;
1887 }
1888 else
1889 {
1890 param.y += ugFixBridge.y;
1891 param.z += ugFixBridge.z;
1892 }
1893 row4.renderData.Draw(param);
1894 }
1895 param.y = orgY;
1896 param.z = orgZ;
1897 }
1898 }
1899 if (!buildMode && this.cell.highlight != 0)
1900 {
1901 if (this.cell._block != 0 && !this.cell.hasDoor)
1902 {
1903 screen.guide.DrawWall(this.cell.GetPoint(), EMono.Colors.blockColors.MapHighlight, useMarkerPass: true);
1904 }
1905 else
1906 {
1907 passGuideFloor.Add(this.cell.GetPoint(), (int)this.cell.highlight);
1908 }
1909 }
1910 param.color = blockLight;
1911 if (isSnowCovered && (sourceBlock.id != 0 || this.cell.hasDoor) && (snowed || this.cell.isClearSnow) && (this.cell.Front.HasRoof || this.cell.Right.HasRoof))
1912 {
1913 snowed = false;
1914 }
1915 int num12 = 0;
1916 if (sourceBlock.id != 0)
1917 {
1918 this.tileType = sourceBlock.tileType;
1919 roomHeight = 0f;
1920 int blockDir = this.cell.blockDir;
1921 bool flag7 = false;
1922 switch (wallClipMode)
1923 {
1924 case WallClipMode.ByRoom:
1925 if (!this.tileType.RepeatBlock)
1926 {
1927 break;
1928 }
1929 if (currentRoom == null || showFullWall)
1930 {
1931 this.room = this.room ?? this.cell.Front.room ?? this.cell.Right.room ?? this.cell.FrontRight.room;
1933 }
1934 else if (this.room != this.cell.Front.room && (this.cell.Front.room == currentRoom || (this.room?.lot != currentLot && this.cell.Front.room?.lot == currentLot)))
1935 {
1936 this.room = this.cell.Front.room;
1937 _lowblock = !this.cell.Front.lotWall && !this.cell.Front.fullWall;
1938 }
1939 else if (this.room != this.cell.Right.room && (this.cell.Right.room == currentRoom || (this.room?.lot != currentLot && this.cell.Right.room?.lot == currentLot)))
1940 {
1941 this.room = this.cell.Right.room;
1942 _lowblock = !this.cell.Right.lotWall && !this.cell.Right.fullWall;
1943 }
1944 else if (this.tileType.IsFullBlock && this.room != this.cell.FrontRight.room && (this.cell.FrontRight.room == currentRoom || (this.room?.lot != currentLot && this.cell.FrontRight.room?.lot == currentLot)))
1945 {
1946 this.room = this.cell.FrontRight.room;
1947 _lowblock = !this.cell.FrontRight.lotWall && !this.cell.FrontRight.fullWall;
1948 }
1949 else
1950 {
1951 this.room = this.room ?? this.cell.Front.room ?? this.cell.Right.room ?? this.cell.FrontRight.room;
1952 _lowblock = true;
1953 if (!this.tileType.IsFullBlock)
1954 {
1955 if (this.cell.lotWall)
1956 {
1957 _lowblock = false;
1958 }
1959 else if (this.room == currentRoom)
1960 {
1961 _lowblock = !this.cell.fullWall;
1962 }
1963 }
1964 }
1965 flag7 = (this.room != null && this.room.data.atrium) || (this.cell.room != null && this.cell.room.data.atrium);
1966 if (flag7)
1967 {
1968 _lowblock = false;
1969 }
1970 if (this.room == null && alwaysLowblock)
1971 {
1972 _lowblock = true;
1973 roomHeight = 0f;
1974 }
1975 if (this.room != null)
1976 {
1977 maxHeight = (float)(cz - cx) * screen.tileAlign.y + (float)this.room.lot.mh * _heightMod.y;
1978 if (showRoof)
1979 {
1981 break;
1982 }
1983 if ((noRoofMode && currentRoom == null) || (_lowblock && !this.tileType.ForceRpeatBlock))
1984 {
1985 roomHeight = 0f;
1986 break;
1987 }
1988 int num13 = ((this.room.data.maxHeight == 0) ? 2 : this.room.data.maxHeight);
1989 roomHeight = EMono.setting.render.roomHeightMod * (float)((this.room.lot.height < num13) ? this.room.lot.height : num13) + 0.01f * (float)this.room.lot.heightFix;
1990 }
1991 break;
1992 case WallClipMode.ByLot:
1993 if (defaultBlockHeight > 0f || isIndoor)
1994 {
1995 _lowblock = cx != 0 && cz != Size - 1 && ((!this.cell.Back.HasBlock && !this.cell.Back.isWallEdge) || (!this.cell.Left.HasBlock && !this.cell.Left.isWallEdge) || !this.cell.Back.Left.HasBlock);
1996 if (!_lowblock)
1997 {
1999 maxHeight = (float)(cz - cx) * screen.tileAlign.y + (float)(int)this.cell.TopHeight * _heightMod.y;
2000 }
2001 break;
2002 }
2003 if (showFullWall)
2004 {
2005 _lowblock = this.room != null;
2006 if (_lowblock)
2007 {
2008 if (this.cell.Back.IsRoomEdge && this.cell.Right.IsRoomEdge && this.cell.Back.room == null && this.cell.Right.room == null && this.cell.Right.Front.room?.lot == this.room?.lot)
2009 {
2010 _lowblock = false;
2011 }
2012 }
2013 else if (this.cell.Back.room != null && this.cell.Back.room.lot == (this.cell.Front.room ?? this.cell.Right.room)?.lot)
2014 {
2015 _lowblock = true;
2016 }
2017 }
2018 else
2019 {
2021 }
2022 if (this.tileType.RepeatBlock)
2023 {
2024 this.room = this.room ?? this.cell.Front.room ?? this.cell.Right.room ?? this.cell.FrontRight.room;
2025 if (this.room != null && (!noRoofMode || currentRoom != null) && (!showFullWall || currentRoom == null || this.room.lot == currentRoom.lot))
2026 {
2027 roomHeight = ((_lowblock && !this.tileType.ForceRpeatBlock) ? 0f : this.room.lot.realHeight);
2028 maxHeight = (float)(cz - cx) * screen.tileAlign.y + (float)this.room.lot.mh * _heightMod.y;
2029 }
2030 }
2031 break;
2032 }
2033 if (!_lowblock && (double)roomHeight > 1.2 && this.tileType.RepeatBlock)
2034 {
2035 num12 = 1;
2036 }
2037 else if (lowBlock)
2038 {
2039 num12 = 2;
2040 }
2041 param.mat = matBlock;
2042 param.dir = this.cell.blockDir;
2043 param.snow = snowed;
2044 switch (this.tileType.blockRenderMode)
2045 {
2046 case BlockRenderMode.FullBlock:
2047 {
2048 bool invisible = sourceBlock.tileType.Invisible;
2049 if (invisible && (!buildMode || ActionMode.Cinema.IsActive))
2050 {
2051 break;
2052 }
2053 if (this.cell.isSurrounded)
2054 {
2055 switch (innerMode)
2056 {
2057 case InnerMode.InnerBlock:
2058 case InnerMode.BuildMode:
2060 param.color = (int)(50f * blockLight) * 262144;
2061 param.matColor = 104025f;
2062 param.tile = (buildMode ? 1 : 2) + ((_lowblock || defaultBlockHeight > 0f) ? 3000000 : 0);
2064 return;
2065 case InnerMode.None:
2066 case InnerMode.Height:
2067 param.color = blockLight;
2068 break;
2069 }
2070 }
2071 if (snowed)
2072 {
2073 param.color = floorLight;
2074 }
2075 param.color -= (int)(_shadowStrength * 0.8f * 50f) * 262144;
2076 if (currentRoom != null && !showFullWall)
2077 {
2078 _lowblock = true;
2079 roomHeight = 0f;
2080 if (this.cell.room != currentRoom && (this.cell.Front.room == currentRoom || this.cell.Right.room == currentRoom || this.cell.FrontRight.room == currentRoom) && (this.cell.Back.room != currentRoom || this.cell.Right.room != currentRoom) && (this.cell.Front.room != currentRoom || this.cell.Left.room != currentRoom))
2081 {
2082 _lowblock = false;
2083 }
2084 if (!_lowblock)
2085 {
2086 int num14 = ((currentRoom.data.maxHeight == 0) ? 2 : currentRoom.data.maxHeight);
2087 roomHeight = EMono.setting.render.roomHeightMod * (float)((currentRoom.lot.height < num14) ? currentRoom.lot.height : num14) + 0.01f * (float)currentRoom.lot.heightFix;
2088 }
2089 }
2090 if (flag7)
2091 {
2092 _lowblock = (!this.cell.Front.HasFullBlock || !this.cell.Right.HasFullBlock) && (!this.cell.Front.HasFullBlock || !this.cell.Left.HasFullBlock) && (!this.cell.Back.HasFullBlock || !this.cell.Right.HasFullBlock) && (!this.cell.Back.HasFullBlock || !this.cell.Left.HasFullBlock);
2093 if (_lowblock)
2094 {
2095 roomHeight = 0f;
2096 }
2097 }
2098 if (invisible)
2099 {
2100 roomHeight = 0f;
2101 _lowblock = false;
2102 }
2103 if (this.cell.Things.Count > 0)
2104 {
2105 _lowblock = false;
2106 }
2107 param.tile = sourceBlock._tiles[this.cell.blockDir % sourceBlock._tiles.Length] + (_lowblock ? 3000000 : 0);
2108 param.matColor = ((sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref matBlock.matColor, sourceBlock.colorMod));
2109 if (roomHeight == 0f)
2110 {
2111 if (!this.cell.hasDoor)
2112 {
2113 sourceBlock.renderData.Draw(param);
2114 }
2115 }
2116 else
2117 {
2118 sourceBlock.renderData.DrawRepeatTo(param, maxHeight, roomHeight, ref renderSetting.peakFixBlock, this.cell.hasDoor, this.cell.effect?.FireAmount ?? 0, isBlock: true);
2119 }
2120 Room room = this.cell.Front.room ?? this.cell.room;
2121 if (room == null && this.cell.Right.room != null)
2122 {
2123 room = this.cell.Right.room;
2124 }
2125 if (!invisible && room != null)
2126 {
2127 if (room.lot.idDeco != 0 && !this.cell.hasDoor)
2128 {
2129 param.tile = EMono.sources.blocks.rows[0].ConvertTile(1000 + room.lot.idDeco);
2130 param.matColor = room.lot.colDeco;
2131 float y = param.y;
2132 param.y += (float)room.lot.decoFix * 0.01f;
2134 param.y = y;
2135 }
2136 if (room.lot.idDeco2 != 0 && roomHeight != 0f && (float)room.lot.decoFix2 * 0.01f + heightLimitDeco < roomHeight + maxHeight - param.y)
2137 {
2138 param.tile = EMono.sources.blocks.rows[0].ConvertTile(1000 + room.lot.idDeco2);
2139 param.matColor = room.lot.colDeco2;
2140 float y2 = param.y;
2141 float num15 = param.z;
2142 param.y += (float)room.lot.decoFix2 * 0.01f;
2143 param.z += (float)room.lot.decoFix2 * 0.01f * heightModDeco;
2145 param.y = y2;
2146 param.z = num15;
2147 }
2148 }
2149 room = this.cell.Right.room ?? this.cell.room;
2150 if (room == null && this.cell.Front.room != null)
2151 {
2152 room = this.cell.Front.room;
2153 }
2154 if (!invisible && room != null)
2155 {
2156 if (room.lot.idDeco != 0 && !this.cell.hasDoor)
2157 {
2158 param.tile = EMono.sources.blocks.rows[0].ConvertTile(1000 + room.lot.idDeco) * -1;
2159 param.matColor = room.lot.colDeco;
2160 float y3 = param.y;
2161 param.y += (float)room.lot.decoFix * 0.01f;
2163 param.y = y3;
2164 }
2165 if (room.lot.idDeco2 != 0 && roomHeight != 0f && (float)room.lot.decoFix2 * 0.01f + heightLimitDeco < roomHeight + maxHeight - param.y)
2166 {
2167 param.tile = EMono.sources.blocks.rows[0].ConvertTile(1000 + room.lot.idDeco2) * -1;
2168 param.matColor = room.lot.colDeco2;
2169 float y4 = param.y;
2170 float num16 = param.z;
2171 param.y += (float)room.lot.decoFix2 * 0.01f;
2172 param.z += (float)room.lot.decoFix2 * 0.01f * heightModDeco;
2174 param.y = y4;
2175 param.z = num16;
2176 }
2177 }
2178 break;
2179 }
2180 case BlockRenderMode.WallOrFence:
2181 {
2183 {
2184 showFullWall = true;
2185 _lowblock = false;
2186 }
2187 orgY = param.y;
2188 orgZ = param.z;
2189 param.color = (this.tileType.IsFence ? (floorLight - (float)((int)(_shadowStrength * 0.8f * 50f) * 262144)) : blockLight);
2190 bool flag8 = blockDir == 1 || _lowblock || flag7;
2191 bool flag9 = blockDir == 0 || _lowblock || flag7;
2192 if (!showFullWall && currentRoom != null)
2193 {
2194 if (!flag8)
2195 {
2196 if (currentRoom == this.cell.room || (this.cell.lotWall && this.cell.room?.lot == currentLot && this.cell.Front.room != currentRoom))
2197 {
2198 if (!this.cell.IsRoomEdge || (this.cell.Front.room != this.cell.room && this.cell.FrontRight.room != this.cell.room))
2199 {
2200 flag8 = true;
2201 }
2202 }
2203 else if ((!this.cell.Front.lotWall || this.cell.Front.room?.lot != currentLot) && this.cell.Front.room != currentRoom)
2204 {
2205 flag8 = true;
2206 }
2207 }
2208 if (!flag9)
2209 {
2210 if (currentRoom == this.cell.room || (this.cell.lotWall && this.cell.room?.lot == currentLot && this.cell.Right.room != currentRoom))
2211 {
2212 if (!this.cell.IsRoomEdge || (this.cell.Right.room != this.cell.room && this.cell.FrontRight.room != this.cell.room))
2213 {
2214 flag9 = true;
2215 }
2216 }
2217 else if ((!this.cell.Right.lotWall || this.cell.Right.room?.lot != currentLot) && this.cell.Right.room != currentRoom)
2218 {
2219 flag9 = true;
2220 }
2221 }
2222 }
2223 if (blockDir == 0 || blockDir == 2)
2224 {
2225 param.dir = 0;
2226 Room room2 = this.cell.Front.room ?? this.cell.room;
2227 if (room2 != null && this.tileType.IsWall)
2228 {
2229 if (room2.lot.idDeco != 0 && !this.cell.hasDoor)
2230 {
2231 param.tile = EMono.sources.blocks.rows[0].ConvertTile(1000 + room2.lot.idDeco);
2232 param.matColor = room2.lot.colDeco;
2233 param.y += (float)room2.lot.decoFix * 0.01f;
2235 param.y = orgY;
2236 }
2237 if (room2.lot.idDeco2 != 0 && roomHeight != 0f && !flag8 && (float)room2.lot.decoFix2 * 0.01f + heightLimitDeco < roomHeight + maxHeight - param.y)
2238 {
2239 param.tile = EMono.sources.blocks.rows[0].ConvertTile(1000 + room2.lot.idDeco2);
2240 param.matColor = room2.lot.colDeco2;
2241 param.y += (float)room2.lot.decoFix2 * 0.01f;
2242 param.z += (float)room2.lot.decoFix2 * 0.01f * heightModDeco;
2244 param.y = orgY;
2245 param.z = orgZ;
2246 }
2247 }
2248 Cell left = this.cell.Left;
2249 if (blockDir == 2 && left.sourceBlock.tileType.IsWallOrFence && !this.cell.crossWall)
2250 {
2251 _sourceBlock = left.sourceBlock;
2252 param.mat = left.matBlock;
2253 }
2254 else
2255 {
2257 param.mat = matBlock;
2258 }
2259 this.tileType = _sourceBlock.tileType;
2260 param.tile = (tile = _sourceBlock._tiles[0] + ((flag8 && this.tileType.UseLowBlock) ? 32 : 0));
2261 if (_sourceBlock.useAltColor)
2262 {
2263 param.matColor = ((_sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref param.mat.altColor, _sourceBlock.colorMod));
2264 }
2265 else
2266 {
2267 param.matColor = ((_sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref param.mat.matColor, _sourceBlock.colorMod));
2268 }
2269 if (roomHeight == 0f || flag8 || !this.tileType.RepeatBlock)
2270 {
2271 if (!this.cell.hasDoor)
2272 {
2273 _sourceBlock.renderData.Draw(param);
2274 }
2275 }
2276 else
2277 {
2278 _sourceBlock.renderData.DrawRepeatTo(param, maxHeight, roomHeight, ref renderSetting.peakFix, this.cell.hasDoor, this.cell.effect?.FireAmount ?? 0);
2279 }
2280 param.z += cornerWallFix2.z;
2281 if ((blockDir == 2 || (this.cell.Front.HasWallOrFence && this.cell.Front.blockDir != 0)) != this.cell.isToggleWallPillar)
2282 {
2283 if (this.cell.Back.IsSnowTile && this.cell.Right.IsSnowTile)
2284 {
2285 param.snow = true;
2286 }
2287 param.tile = _sourceBlock._tiles[0] + ((flag8 && flag9 && this.tileType.UseLowBlock && !flag7) ? 32 : 0) + (this.tileType.IsFence ? 32 : 64);
2288 if (roomHeight == 0f || !this.tileType.RepeatBlock || (flag8 && flag9 && !flag7))
2289 {
2290 _sourceBlock.renderData.Draw(param);
2291 }
2292 else
2293 {
2294 _sourceBlock.renderData.DrawRepeatTo(param, maxHeight, roomHeight, ref renderSetting.peakFix);
2295 }
2296 }
2297 if (!flag8 && !showRoof && this.cell.Left.HasWallOrFence && this.cell.Left.blockDir != 0 && !this.cell.Left.isToggleWallPillar)
2298 {
2299 orgX = param.x;
2300 param.tile = _sourceBlock._tiles[0] + ((flag8 && this.tileType.UseLowBlock && !flag7) ? 32 : 0) + (this.tileType.IsFence ? 32 : 64);
2301 param.x += cornerWallFix3.x;
2302 param.y += cornerWallFix3.y;
2303 param.z += cornerWallFix3.z;
2304 if (!flag7 && (roomHeight == 0f || flag8))
2305 {
2306 _sourceBlock.renderData.Draw(param);
2307 }
2308 else
2309 {
2310 _sourceBlock.renderData.DrawRepeatTo(param, maxHeight, roomHeight + cornerWallFix.y, ref renderSetting.peakFix);
2311 }
2312 param.x = orgX;
2313 }
2314 else if (this.cell.FrontLeft.HasWallOrFence && this.cell.FrontLeft.blockDir != 0 && (!flag8 || !this.cell.Left.HasWall) && !this.cell.isToggleWallPillar)
2315 {
2316 orgX = param.x;
2317 param.tile = _sourceBlock._tiles[0] + ((flag8 && this.tileType.UseLowBlock && !flag7) ? 32 : 0) + (this.tileType.IsFence ? 32 : 64);
2318 param.x += cornerWallFix.x;
2319 param.y += cornerWallFix.y;
2320 param.z += cornerWallFix.z;
2321 if (!flag7 && (roomHeight == 0f || flag8))
2322 {
2323 _sourceBlock.renderData.Draw(param);
2324 }
2325 else
2326 {
2327 _sourceBlock.renderData.DrawRepeatTo(param, maxHeight, roomHeight + cornerWallFix.y, ref renderSetting.peakFix);
2328 }
2329 param.x = orgX;
2330 }
2331 }
2332 if (blockDir == 1 || blockDir == 2)
2333 {
2334 param.y = orgY;
2335 param.z = orgZ;
2336 param.dir = 1;
2337 Room room3 = this.cell.Right.room ?? this.cell.room;
2338 if (room3 != null && this.tileType.IsWall)
2339 {
2340 if (room3.lot.idDeco != 0 && !this.cell.hasDoor)
2341 {
2342 param.tile = -EMono.sources.blocks.rows[0].ConvertTile(1000 + room3.lot.idDeco);
2343 param.matColor = room3.lot.colDeco;
2344 param.y += (float)room3.lot.decoFix * 0.01f;
2346 param.y = orgY;
2347 }
2348 if (room3.lot.idDeco2 != 0 && roomHeight != 0f && !flag9 && (float)room3.lot.decoFix2 * 0.01f + heightLimitDeco < roomHeight + maxHeight - param.y)
2349 {
2350 param.tile = -EMono.sources.blocks.rows[0].ConvertTile(1000 + room3.lot.idDeco2);
2351 param.matColor = room3.lot.colDeco2;
2352 param.y += (float)room3.lot.decoFix2 * 0.01f;
2353 param.z += (float)room3.lot.decoFix2 * 0.01f * heightModDeco;
2355 param.y = orgY;
2356 param.z = orgZ;
2357 }
2358 }
2359 if (blockDir == 2 && this.cell.room == null && this.cell.Right.room != null)
2360 {
2361 Room room4 = this.cell.Right.room;
2362 maxHeight = (float)(cz - cx) * screen.tileAlign.y + (float)room4.lot.mh * _heightMod.y;
2363 if (showRoof)
2364 {
2365 roomHeight = room4.lot.realHeight;
2366 }
2367 else if ((noRoofMode && currentRoom == null) || (_lowblock && !this.tileType.ForceRpeatBlock))
2368 {
2369 roomHeight = 0f;
2370 }
2371 else
2372 {
2373 int num17 = ((room4.data.maxHeight == 0) ? 2 : room4.data.maxHeight);
2374 roomHeight = EMono.setting.render.roomHeightMod * (float)((room4.lot.height < num17) ? room4.lot.height : num17) + 0.01f * (float)room4.lot.heightFix;
2375 }
2376 }
2377 Cell back2 = this.cell.Back;
2378 if (blockDir == 2 && back2.sourceBlock.tileType.IsWallOrFence && !this.cell.crossWall)
2379 {
2380 _sourceBlock = back2.sourceBlock;
2381 param.mat = back2.matBlock;
2382 }
2383 else
2384 {
2386 param.mat = matBlock;
2387 }
2388 this.tileType = _sourceBlock.tileType;
2389 param.tile = (tile = -_sourceBlock._tiles[0] + ((flag9 && this.tileType.UseLowBlock) ? (-32) : 0));
2390 if (_sourceBlock.useAltColor)
2391 {
2392 param.matColor = ((_sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref param.mat.altColor, _sourceBlock.colorMod));
2393 }
2394 else
2395 {
2396 param.matColor = ((_sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref param.mat.matColor, _sourceBlock.colorMod));
2397 }
2398 param.color += _rightWallShade;
2399 if (roomHeight == 0f || flag9 || !this.tileType.RepeatBlock)
2400 {
2401 if (!this.cell.hasDoor)
2402 {
2403 _sourceBlock.renderData.Draw(param);
2404 }
2405 }
2406 else
2407 {
2408 _sourceBlock.renderData.DrawRepeatTo(param, maxHeight, roomHeight, ref renderSetting.peakFix, this.cell.hasDoor, this.cell.effect?.FireAmount ?? 0);
2409 }
2410 if ((this.cell.Right.HasWallOrFence && this.cell.Right.blockDir != 1) != this.cell.isToggleWallPillar && (blockDir != 2 || !this.cell.isToggleWallPillar))
2411 {
2412 if (this.cell.Left.IsSnowTile && this.cell.Front.IsSnowTile)
2413 {
2414 param.snow = true;
2415 }
2416 orgX = param.x;
2417 param.tile = _sourceBlock._tiles[0] + ((flag9 && this.tileType.UseLowBlock && !flag7) ? 32 : 0) + (this.tileType.IsFence ? 32 : 64);
2418 if (!flag7 && (roomHeight == 0f || !this.tileType.RepeatBlock || flag9))
2419 {
2420 _sourceBlock.renderData.Draw(param);
2421 }
2422 else
2423 {
2424 _sourceBlock.renderData.DrawRepeatTo(param, maxHeight, roomHeight, ref renderSetting.peakFix);
2425 }
2426 param.x = orgX;
2427 }
2428 }
2429 param.y = orgY;
2430 param.z = orgZ;
2431 break;
2432 }
2433 case BlockRenderMode.HalfBlock:
2434 param.color = floorLight;
2435 _sourceBlock = ((sourceBlock.id == 5) ? EMono.sources.blocks.rows[matBlock.defBlock] : sourceBlock);
2436 param.tile = _sourceBlock._tiles[0];
2437 param.matColor = ((_sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref matBlock.matColor, _sourceBlock.colorMod));
2438 param.tile2 = _sourceBlock.sourceAutoFloor._tiles[0];
2439 param.halfBlockColor = ((_sourceBlock.sourceAutoFloor.colorMod == 0) ? 104025 : GetColorInt(ref matBlock.matColor, _sourceBlock.sourceAutoFloor.colorMod));
2440 sourceBlock.renderData.Draw(param);
2441 break;
2442 case BlockRenderMode.Pillar:
2443 {
2444 RenderData renderData2 = sourceBlock.renderData;
2445 param.tile = sourceBlock._tiles[this.cell.blockDir % sourceBlock._tiles.Length];
2446 param.matColor = ((sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref matBlock.matColor, sourceBlock.colorMod));
2447 int num18 = this.cell.objDir + ((this.cell.objDir >= 7) ? this.cell.objDir : 0) + 1;
2448 if (num18 == 0)
2449 {
2450 renderData2.Draw(param);
2451 }
2452 else
2453 {
2454 renderData2.DrawRepeat(param, num18, sourceBlock.tileType.RepeatSize);
2455 }
2456 param.tile = renderData2.idShadow;
2457 SourcePref shadowPref2 = renderData2.shadowPref;
2458 int shadow3 = shadowPref2.shadow;
2459 passShadow.AddShadow(param.x + renderData2.offsetShadow.x, param.y + renderData2.offsetShadow.y, param.z + renderData2.offsetShadow.z, ShadowData.Instance.items[shadow3], shadowPref2, 0, param.snow);
2460 break;
2461 }
2462 default:
2463 param.color = floorLight;
2464 param.tile = sourceBlock._tiles[this.cell.blockDir % sourceBlock._tiles.Length] + ((_lowblock && this.tileType.UseLowBlock) ? 3000000 : 0);
2465 param.matColor = ((sourceBlock.colorMod == 0) ? 104025 : GetColorInt(ref matBlock.matColor, sourceBlock.colorMod));
2466 if (roomHeight == 0f)
2467 {
2468 sourceBlock.renderData.Draw(param);
2469 }
2470 else
2471 {
2472 sourceBlock.renderData.DrawRepeatTo(param, maxHeight, roomHeight, ref renderSetting.peakFixBlock);
2473 }
2474 break;
2475 }
2476 }
2477 if (this.cell.pcSync && EMono.player.lightPower > 0f && !cinemaMode)
2478 {
2479 if (this.cell.room != null || !this.cell.IsRoomEdge || !showRoof)
2480 {
2481 goto IL_6f8a;
2482 }
2483 if (this.cell._block == 0 || !this.cell.sourceBlock.tileType.RepeatBlock)
2484 {
2485 Room obj = this.cell.FrontRight.room;
2486 if (obj == null || !obj.HasRoof)
2487 {
2488 goto IL_6f8a;
2489 }
2490 }
2491 }
2492 goto IL_6fea;
2493 IL_6f8a:
2494 if (!showRoof || !roof || this.cell.room == null || this.cell.Front.room == null || this.cell.Right.room == null)
2495 {
2496 param.tile = num12;
2498 }
2499 goto IL_6fea;
2500 IL_7ba5:
2501 if (detail.things.Count == 0 && detail.charas.Count == 0)
2502 {
2503 return;
2504 }
2505 int num19 = 0;
2506 thingPos.x = 0f;
2507 thingPos.y = 0f;
2508 thingPos.z = 0f;
2509 freePos.x = (freePos.y = (freePos.z = 0f));
2510 if (this.cell.HasRamp)
2511 {
2512 Vector3 rampFix = sourceBlock.tileType.GetRampFix(this.cell.blockDir);
2513 param.x += rampFix.x;
2514 param.y += rampFix.y;
2515 param.z += rampFix.z;
2516 freePos.x += rampFix.x;
2517 freePos.y += rampFix.y;
2518 freePos.z += rampFix.z;
2519 }
2520 param.y += (flag ? 0f : ((this.cell._bridge != 0) ? this.cell.sourceBridge.tileType.FloorHeight : sourceFloor.tileType.FloorHeight));
2521 orgPos.x = (orgX = param.x);
2522 orgPos.y = (orgY = param.y);
2523 orgPos.z = (orgZ = param.z);
2524 if (flag && liquidLv > 0)
2525 {
2526 if (liquidLv > 10)
2527 {
2528 liquidLv = TileType.FloorWaterShallow.LiquidLV * 10;
2529 }
2530 liquidLv -= (int)(floatY * 0.5f);
2531 param.liquidLv = liquidLv;
2533 }
2534 Thing thing = null;
2535 bool shadow = liquidLv == 0;
2536 float num20 = 0f;
2537 float num21 = 0f;
2538 bool flag10 = false;
2539 float num22 = 0f;
2540 float num23 = 0f;
2541 bool flag11 = false;
2542 float num24 = 0f;
2543 if (detail.things.Count > 0 && isSeen)
2544 {
2545 _ = zSetting.max1;
2546 float num25 = 0f;
2547 for (int m = 0; m < detail.things.Count; m++)
2548 {
2549 Thing t = detail.things[m];
2550 if ((fogged && !t.isRoofItem) || ((t.isHidden || t.trait.HideInAdv || t.isMasked) && !EMono.scene.actionMode.ShowMaskedThings) || (t.isRoofItem && ((this.room == null && !sourceBlock.tileType.IsFullBlock && !EMono._zone.IsPCFaction) || (lowBlock && !showFullWall && this.room != null) || (noRoofMode && currentRoom == null))) || (flag3 && !t.isRoofItem))
2551 {
2552 continue;
2553 }
2555 bool isInstalled = t.IsInstalled;
2556 SourcePref pref = t.Pref;
2557 if (!isInstalled && t.category.tileDummy != 0)
2558 {
2560 }
2561 float num26 = ((tileType.UseMountHeight && isInstalled) ? 0f : ((pref.height < 0f) ? 0f : ((pref.height == 0f) ? 0.1f : pref.height)));
2562 if (t.ignoreStackHeight)
2563 {
2564 thingPos = Vector3.zero;
2565 num23 = 0f;
2566 }
2567 shadow = thingPos.y < 0.16f && num24 < 0.16f;
2568 _ = pref.bypassShadow;
2569 param.shadowFix = 0f - thingPos.y;
2570 param.liquidLv = ((thingPos.y + (float)t.altitude < 0.1f) ? liquidLv : 0);
2571 if (t.isRoofItem)
2572 {
2573 param.snow = isSnowCovered && !this.cell.isClearSnow;
2574 SetRoofHeight(param, this.cell, cx, cz);
2575 _actorPos.x = param.x;
2576 _actorPos.y = param.y;
2577 _actorPos.z = param.z + num25;
2578 if (this.room != null)
2579 {
2580 param.color = GetRoofLight(this.room.lot);
2581 }
2582 shadow = false;
2583 param.liquidLv = 0;
2584 }
2585 else
2586 {
2587 param.snow = snowed;
2588 _actorPos.x = orgX + num21;
2589 _actorPos.y = orgY;
2590 _actorPos.z = orgZ + num25 + thingPos.z;
2591 if (tileType.CanStack || !isInstalled)
2592 {
2593 if (thing?.id != t.id)
2594 {
2595 _actorPos.x += thingPos.x;
2596 }
2597 _actorPos.y += thingPos.y;
2598 if (t.trait.IgnoreLastStackHeight && (thing == null || !thing.trait.IgnoreLastStackHeight))
2599 {
2600 thingPos.y -= num20;
2601 if (thing != null)
2602 {
2603 _actorPos.z -= 0.2f;
2604 thingPos.z -= 0.2f;
2605 }
2606 _actorPos.y -= num20;
2607 }
2608 _actorPos.z += renderSetting.thingZ + (float)m * -0.01f + zSetting.mod1 * thingPos.y;
2609 }
2610 if (isInstalled)
2611 {
2612 if (t.TileType.IsRamp)
2613 {
2614 Vector3 rampFix2 = t.TileType.GetRampFix(t.dir, pref);
2615 orgX += rampFix2.x;
2616 orgY += rampFix2.y;
2617 orgZ += rampFix2.z;
2618 freePos.x += rampFix2.x;
2619 freePos.y += rampFix2.y;
2620 freePos.z += rampFix2.z;
2621 if (!this.cell.IsTopWater || t.altitude > 0)
2622 {
2623 num24 += rampFix2.y;
2624 }
2625 liquidLv -= (int)(rampFix2.y * 150f);
2626 if (liquidLv < 0)
2627 {
2628 liquidLv = 0;
2629 }
2630 }
2631 else if (!flag11 && t.trait.IsChangeFloorHeight && !t.ignoreStackHeight)
2632 {
2633 orgY += num26 + (float)t.altitude * altitudeFix.y;
2634 orgZ += (float)t.altitude * altitudeFix.z;
2635 freePos.y += num26 + (float)t.altitude * altitudeFix.y;
2636 if (!this.cell.IsTopWater || t.altitude > 0)
2637 {
2638 num24 += num26 + (float)t.altitude * altitudeFix.y;
2639 }
2640 _actorPos.x += pref.x * (float)((!t.flipX) ? 1 : (-1));
2641 _actorPos.z += pref.z;
2642 thingPos.z += pref.z;
2643 if (liquidLv < 0)
2644 {
2645 liquidLv = 0;
2646 }
2647 }
2648 else
2649 {
2650 thingPos.y += num26;
2652 {
2653 if (tileType != TileType.Illumination || !this.cell.HasObj)
2654 {
2655 if (noRoofMode && currentRoom == null && t.altitude >= lowWallObjAltitude)
2656 {
2657 continue;
2658 }
2659 if (hideHang && (this.cell.room?.lot != currentLot || (!this.cell.lotWall && this.cell.room != currentRoom)))
2660 {
2661 Room room5 = ((t.dir == 0) ? this.cell.Back.room : this.cell.Left.room);
2663 {
2664 if (room5 == null || !room5.data.showWallItem)
2665 {
2666 continue;
2667 }
2668 }
2669 else if (t.altitude >= lowWallObjAltitude)
2670 {
2671 continue;
2672 }
2673 }
2674 }
2676 {
2677 flag10 = true;
2678 }
2680 shadow = false;
2681 param.liquidLv = 0;
2682 if (t.freePos)
2683 {
2684 _actorPos.x += t.fx;
2685 _actorPos.y += t.fy;
2686 }
2687 }
2688 else
2689 {
2690 thingPos.y += (float)t.altitude * altitudeFix.y;
2691 thingPos.z += (float)t.altitude * altitudeFix.z;
2692 }
2693 _actorPos.x += pref.x * (float)((!t.flipX) ? 1 : (-1));
2694 _actorPos.z += pref.z;
2695 if (pref.height >= 0f)
2696 {
2697 thingPos.z += pref.z;
2698 }
2699 }
2700 if (!tileType.UseMountHeight && m > 10)
2701 {
2702 flag11 = true;
2703 }
2704 }
2705 else
2706 {
2707 thingPos.y += num26;
2708 _actorPos.x += pref.x * (float)((!t.flipX) ? 1 : (-1));
2709 _actorPos.z += pref.z;
2710 thingPos.z += pref.z;
2711 }
2712 if (t.isFloating && isWater && !hasBridge && !flag)
2713 {
2714 flag = true;
2715 float num27 = ((this.cell._bridge != 0) ? sourceBridge.tileType.FloorHeight : sourceFloor.tileType.FloorHeight);
2716 orgY += 0.01f * floatY - num27;
2718 {
2719 num22 = num26;
2720 }
2721 _actorPos.y += 0.01f * floatY - num27;
2722 if (liquidLv > 10)
2723 {
2724 liquidLv = TileType.FloorWaterShallow.LiquidLV * 10;
2725 }
2726 liquidLv -= (int)(floatY * 0.5f);
2727 if (liquidLv < 0)
2728 {
2729 liquidLv = 0;
2730 }
2731 param.liquidLv = liquidLv;
2732 }
2733 num20 = num26;
2734 if (t.sourceCard.multisize && !t.trait.IsGround)
2735 {
2736 num25 += zSetting.multiZ;
2737 }
2738 orgZ += t.renderer.data.stackZ;
2739 if (param.liquidLv > 0)
2740 {
2741 param.liquidLv += pref.liquidMod;
2742 if (param.liquidLv < 1)
2743 {
2744 param.liquidLv = 1;
2745 }
2746 else if (param.liquidLv > 99 + pref.liquidModMax)
2747 {
2748 param.liquidLv = 99 + pref.liquidModMax;
2749 }
2750 }
2751 }
2752 if (!isInstalled || !tileType.UseMountHeight)
2753 {
2754 if (t.altitude != 0)
2755 {
2757 num23 += (float)t.altitude;
2758 }
2759 if (num23 >= 2f && ((this.cell.Back.room != null && this.cell.Back.IsRoomEdge) || (this.cell.Left.room != null && this.cell.Left.IsRoomEdge)) && hideHang && (this.cell.room?.lot != currentLot || (!this.cell.lotWall && this.cell.room != currentRoom)))
2760 {
2761 continue;
2762 }
2763 if (t.freePos)
2764 {
2765 _actorPos.x = orgX + t.fx - freePos.x;
2766 _actorPos.y = orgY + t.fy - freePos.y;
2767 }
2768 if (t.trait is TraitDoor && (t.trait as TraitDoor).IsOpen())
2769 {
2770 _actorPos.z += -0.5f;
2771 }
2772 }
2773 if (!t.sourceCard.multisize || (t.pos.x == cx && t.pos.z == cz))
2774 {
2775 if (iconMode != 0)
2776 {
2777 int num28 = 0;
2778 switch (iconMode)
2779 {
2780 case CardIconMode.Visibility:
2781 if (t.isMasked)
2782 {
2783 num28 = 17;
2784 }
2785 break;
2786 case CardIconMode.State:
2787 if (t.placeState == PlaceState.installed)
2788 {
2789 num28 = 18;
2790 }
2791 break;
2792 case CardIconMode.Deconstruct:
2793 if (t.isDeconstructing)
2794 {
2795 num28 = 14;
2796 }
2797 break;
2798 }
2800 {
2801 num28 = 13;
2802 }
2803 if (num28 != 0)
2804 {
2805 passGuideBlock.Add(_actorPos.x, _actorPos.y, _actorPos.z - 10f, num28);
2806 }
2807 }
2809 if (_lowblock && t.trait.UseLowblock && !this.cell.HasFullBlock)
2810 {
2811 param.tile += ((param.tile < 0f) ? (-64) : 64);
2812 }
2813 if (t.trait is TraitTrolley && EMono.pc.ai is AI_Trolley aI_Trolley && aI_Trolley.trolley.owner == t)
2814 {
2815 RenderParam _param = new RenderParam(param);
2816 EMono.core.actionsLateUpdate.Add(delegate
2817 {
2818 t.SetRenderParam(_param);
2819 _actorPos.x = EMono.pc.renderer.position.x;
2820 _actorPos.y = EMono.pc.renderer.position.y - pref.height;
2821 _actorPos.z = EMono.pc.renderer.position.z + 0.02f;
2822 t.renderer.Draw(_param, ref _actorPos, !t.noShadow && (shadow || tileType.AlwaysShowShadow));
2823 });
2824 }
2825 else
2826 {
2827 t.renderer.Draw(param, ref _actorPos, !t.noShadow && (shadow || tileType.AlwaysShowShadow));
2828 }
2829 }
2830 if (isInstalled)
2831 {
2832 num21 += pref.stackX * (float)((!t.flipX) ? 1 : (-1));
2833 }
2834 param.x = orgX;
2835 param.y = orgY;
2836 param.z = orgZ;
2837 param.color = floorLight;
2838 thing = t;
2839 if (pref.Float)
2840 {
2841 liquidLv = 0;
2842 }
2843 }
2844 }
2845 orgY += num22;
2846 if (detail.charas.Count <= 0)
2847 {
2848 return;
2849 }
2850 param.shadowFix = 0f - num24;
2851 param.color += 1310720f;
2852 float max = zSetting.max2;
2853 for (int n = 0; n < detail.charas.Count; n++)
2854 {
2855 Chara chara = detail.charas[n];
2856 if (chara.host != null || (chara != EMono.pc && chara != LayerDrama.alwaysVisible && (flag3 || fogged || (!showAllCards && !EMono.player.CanSee(chara)))))
2857 {
2858 continue;
2859 }
2860 _actorPos.x = orgX;
2861 _actorPos.y = orgY;
2862 _actorPos.z = orgZ;
2863 chara.SetRenderParam(param);
2864 _ = chara.IsAliveInCurrentZone;
2865 if (chara.isRestrained)
2866 {
2867 TraitShackle restrainer = chara.GetRestrainer();
2868 if (restrainer != null)
2869 {
2870 Vector3 getRestrainPos = restrainer.GetRestrainPos;
2871 if (getRestrainPos != default(Vector3))
2872 {
2873 Vector3 position = restrainer.owner.renderer.position;
2874 float defCharaHeight = EMono.setting.render.defCharaHeight;
2875 float num29 = getRestrainPos.y + defCharaHeight - ((chara.Pref.height == 0f) ? defCharaHeight : chara.source.pref.height);
2876 _actorPos.x = position.x + getRestrainPos.x * (float)((restrainer.owner.dir % 2 == 0) ? 1 : (-1));
2877 _actorPos.y = position.y + num29;
2878 _actorPos.z = position.z + getRestrainPos.z;
2879 param.liquidLv = 0;
2880 param.shadowFix = orgY - _actorPos.y;
2881 chara.renderer.SetFirst(first: true);
2882 chara.renderer.Draw(param, ref _actorPos, drawShadow: true);
2883 param.shadowFix = 0f;
2884 continue;
2885 }
2886 }
2887 }
2888 if (!chara.sourceCard.multisize || (chara.pos.x == cx && chara.pos.z == cz))
2889 {
2890 if (chara.IsDeadOrSleeping && chara.IsPCC)
2891 {
2892 float num30 = chara.renderer.data.size.y * 0.3f;
2893 if (thingPos.y > max)
2894 {
2895 thingPos.y = max;
2896 }
2897 float num31 = thingPos.y + num30;
2898 float num32 = (float)n * -0.01f;
2899 if (num31 > zSetting.thresh1)
2900 {
2901 num32 = zSetting.mod1;
2902 }
2903 _actorPos.x += thingPos.x;
2904 _actorPos.y += thingPos.y;
2905 _actorPos.z += renderSetting.laydownZ + num32;
2906 param.liquidLv = ((thingPos.y == 0f && liquidLv > 0) ? 90 : 0);
2907 thingPos.y += num30 * 0.8f;
2908 chara.renderer.Draw(param, ref _actorPos, liquidLv == 0);
2909 }
2910 else
2911 {
2912 param.liquidLv = liquidLv;
2913 if (isUnderwater)
2914 {
2915 if (chara.Pref.FloatUnderwater)
2916 {
2917 float num33 = ((this.cell._bridge != 0) ? sourceBridge.tileType.FloorHeight : sourceFloor.tileType.FloorHeight);
2918 float num34 = floatYs[chara.uid % 10] + 10f + (float)(chara.uid % 30);
2919 orgY += 0.01f * num34 - num33;
2920 _actorPos.y += 0.01f * num34 - num33;
2921 param.shadowFix -= 0.01f * num34 - num33;
2922 }
2923 }
2924 else if (liquidLv > 0)
2925 {
2926 if (chara.Pref.Float && !flag && !hasBridge)
2927 {
2928 if (liquidLv > 20)
2929 {
2930 float num35 = ((this.cell._bridge != 0) ? sourceBridge.tileType.FloorHeight : sourceFloor.tileType.FloorHeight);
2931 orgY += 0.01f * floatY - num35;
2932 _actorPos.y += 0.01f * floatY - num35;
2933 int num36 = TileType.FloorWaterShallow.LiquidLV * 10;
2934 num36 -= (int)(floatY * 0.5f);
2935 param.liquidLv = num36;
2936 }
2937 else
2938 {
2939 param.liquidLv -= 20;
2940 }
2941 }
2942 param.liquidLv += chara.Pref.liquidMod;
2943 if (param.liquidLv < 1)
2944 {
2945 param.liquidLv = 1;
2946 }
2947 else if (param.liquidLv > 99 + chara.Pref.liquidModMax)
2948 {
2949 param.liquidLv = 99 + chara.Pref.liquidModMax;
2950 }
2951 }
2952 if (!chara.IsPC && !chara.renderer.IsMoving && detail.charas.Count > 1 && (detail.charas.Count != 2 || !detail.charas[0].IsDeadOrSleeping || !detail.charas[0].IsPCC))
2953 {
2954 _actorPos += renderSetting.charaPos[1 + ((num19 < 4) ? num19 : 3)];
2955 }
2956 _actorPos.z += 0.01f * (float)n + renderSetting.charaZ;
2957 num19++;
2958 if (flag10)
2959 {
2960 _actorPos.z += chara.renderer.data.hangedFixZ;
2961 }
2962 chara.renderer.Draw(param, ref _actorPos, liquidLv == 0);
2963 }
2964 }
2965 param.x = orgX;
2966 param.y = orgY;
2967 param.z = orgZ;
2968 }
2969 return;
2970 IL_6fea:
2971 if (isSnowCovered && (sourceBlock.id != 0 || this.cell.hasDoor) && !snowed && !this.cell.isClearSnow && ((!this.cell.Front.HasRoof && !this.cell.Front.HasBlock) || (!this.cell.Right.HasRoof && !this.cell.Right.HasBlock)))
2972 {
2973 snowed = true;
2974 }
2975 if (this.cell.effect != null)
2976 {
2977 if (this.cell.effect.IsLiquid)
2978 {
2979 SourceCellEffect.Row sourceEffect = this.cell.sourceEffect;
2980 SourceMaterial.Row defaultMaterial = sourceEffect.DefaultMaterial;
2981 tile = 4 + Rand.bytes[index % Rand.MaxBytes] % 4;
2982 param.tile = tile + this.cell.sourceEffect._tiles[0];
2983 param.mat = defaultMaterial;
2984 param.matColor = ((this.cell.effect.color == 0) ? GetColorInt(ref defaultMaterial.matColor, sourceEffect.colorMod) : this.cell.effect.color);
2985 sourceEffect.renderData.Draw(param);
2986 }
2987 else
2988 {
2989 param.tile = this.cell.effect.source._tiles[0];
2990 SourceCellEffect.Row sourceEffect2 = this.cell.sourceEffect;
2991 if (sourceEffect2.anime.Length != 0)
2992 {
2993 if (sourceEffect2.anime.Length > 2)
2994 {
2995 float num37 = Time.realtimeSinceStartup * 1000f / (float)sourceEffect2.anime[1] % (float)sourceEffect2.anime[2];
2996 if (!(num37 >= (float)sourceEffect2.anime[0]))
2997 {
2998 param.tile += num37;
2999 }
3000 }
3001 else
3002 {
3003 float num38 = Time.realtimeSinceStartup * 1000f / (float)sourceEffect2.anime[1] % (float)sourceEffect2.anime[0];
3004 param.tile += num38;
3005 }
3006 }
3007 if (this.cell.effect.IsFire)
3008 {
3010 }
3011 else
3012 {
3013 this.cell.effect.source.renderData.Draw(param);
3014 }
3015 }
3016 }
3017 param.color = floorLight;
3018 if (this.cell.critter != null)
3019 {
3020 Critter critter = this.cell.critter;
3021 int snowTile = critter.tile;
3022 if (snowed && critter.SnowTile != 0)
3023 {
3024 critter.x = 0.06f;
3025 critter.y = -0.06f;
3026 snowTile = critter.SnowTile;
3027 }
3028 else
3029 {
3030 critter.Update();
3031 }
3032 pass = passObjSS;
3034 batch.matrices[pass.idx].m03 = param.x + (float)(int)(critter.x * 100f) * 0.01f;
3035 batch.matrices[pass.idx].m13 = param.y + (float)(int)(critter.y * 100f) * 0.01f;
3036 batch.matrices[pass.idx].m23 = param.z;
3037 batch.tiles[pass.idx] = snowTile * ((!critter.reverse) ? 1 : (-1));
3039 pass.idx++;
3040 if (pass.idx == pass.batchSize)
3041 {
3042 pass.NextBatch();
3043 }
3044 }
3045 if (detail != null)
3046 {
3047 TransAnime anime3 = detail.anime;
3048 if (anime3 != null && !anime3.animeBlock)
3049 {
3050 TransAnime anime4 = detail.anime;
3051 param.x += anime4.v.x;
3052 param.y += anime4.v.y;
3053 param.z += anime4.v.z;
3054 }
3055 }
3056 if (this.cell.obj != 0 && !this.cell.sourceObj.renderData.SkipOnMap)
3057 {
3058 SourceObj.Row sourceObj = this.cell.sourceObj;
3059 if (!snowed || sourceObj.snowTile <= 0)
3060 {
3061 param.snow = snowed;
3062 param.mat = this.cell.matObj;
3063 orgY = param.y;
3064 if (param.liquidLv > 0)
3065 {
3066 if (sourceObj.pref.Float)
3067 {
3068 param.y += 0.01f * floatY;
3069 if (liquidLv > 10)
3070 {
3071 liquidLv = TileType.FloorWaterShallow.LiquidLV * 10;
3072 }
3073 liquidLv -= (int)(floatY * 0.5f);
3074 param.liquidLv = liquidLv;
3075 }
3076 if (sourceObj.tileType.IsWaterTop)
3077 {
3078 param.liquidLv = 0;
3079 }
3080 else
3081 {
3082 param.liquidLv += sourceObj.pref.liquidMod;
3083 if (param.liquidLv < 1)
3084 {
3085 param.liquid = 1f;
3086 }
3087 else if (param.liquidLv > 99 + sourceObj.pref.liquidModMax)
3088 {
3089 param.liquidLv = 99 + sourceObj.pref.liquidModMax;
3090 }
3091 }
3092 }
3093 if (sourceObj.useAltColor)
3094 {
3095 param.matColor = ((sourceObj.colorMod == 0) ? 104025 : GetColorInt(ref param.mat.altColor, sourceObj.colorMod));
3096 }
3097 else
3098 {
3099 param.matColor = ((sourceObj.colorMod == 0) ? 104025 : GetColorInt(ref param.mat.matColor, sourceObj.colorMod));
3100 }
3101 if (sourceObj.HasGrowth)
3102 {
3103 this.cell.growth.OnRenderTileMap(param);
3104 if (this.cell.obj == 118 && Core.fixedFrame % 10f == 0f && sourceObj.growth.IsMature)
3105 {
3106 EMono.scene.psFey.transform.position = new Vector3(param.x, param.y, param.z - 2f);
3107 EMono.scene.psFey.Emit(1);
3108 }
3109 }
3110 else
3111 {
3112 if (this.cell.autotileObj != 0)
3113 {
3114 param.tile = sourceObj._tiles[0] + this.cell.autotileObj;
3115 }
3116 else if (sourceObj.tileType.IsUseBlockDir)
3117 {
3118 param.tile = sourceObj._tiles[this.cell.blockDir % sourceObj._tiles.Length];
3119 }
3120 else
3121 {
3122 param.tile = sourceObj._tiles[this.cell.objDir % sourceObj._tiles.Length];
3123 }
3124 if (_lowblock && sourceObj.tileType.IsSkipLowBlock)
3125 {
3126 param.tile += ((param.tile > 0f) ? 1 : (-1)) * 3000000;
3127 }
3128 orgY = param.y;
3129 orgZ = param.z;
3130 param.y += sourceObj.pref.y;
3131 param.z += sourceObj.pref.z;
3132 sourceObj.renderData.Draw(param);
3133 param.y = orgY;
3134 param.z = orgZ;
3135 int shadow4 = sourceObj.pref.shadow;
3136 if (shadow4 > 1 && !this.cell.ignoreObjShadow)
3137 {
3138 passShadow.AddShadow(param.x + sourceObj.renderData.offsetShadow.x, param.y + sourceObj.renderData.offsetShadow.y, param.z + sourceObj.renderData.offsetShadow.z, ShadowData.Instance.items[shadow4], sourceObj.pref, 0, param.snow);
3139 }
3140 param.y = orgY;
3141 }
3142 }
3143 }
3144 if (this.cell.decal != 0 && sourceFloor.tileType.AllowBlood)
3145 {
3146 passDecal.Add(param, (int)this.cell.decal, floorLight);
3147 }
3148 if (highlightCells)
3149 {
3150 switch (ActionMode.FlagCell.mode)
3151 {
3152 case AM_FlagCell.Mode.flagWallPillar:
3153 if (this.cell.isToggleWallPillar)
3154 {
3155 passArea.Add(param, 34f, 0f);
3156 }
3157 break;
3158 case AM_FlagCell.Mode.flagSnow:
3159 if (this.cell.isClearSnow)
3160 {
3161 passArea.Add(param, 34f, 0f);
3162 }
3163 break;
3164 case AM_FlagCell.Mode.flagFloat:
3165 if (this.cell.isForceFloat)
3166 {
3167 passArea.Add(param, 34f, 0f);
3168 }
3169 break;
3170 case AM_FlagCell.Mode.flagClear:
3171 if (this.cell.isClearArea)
3172 {
3173 passArea.Add(param, 34f, 0f);
3174 }
3175 break;
3176 }
3177 }
3178 if (detail == null)
3179 {
3180 return;
3181 }
3182 if (highlightArea && detail.area != null)
3183 {
3184 passArea.Add(param, (int)detail.area.GetTile(index) - ((!subtleHighlightArea) ? 1 : 0), 0f);
3185 }
3186 if (detail.footmark != null && sourceFloor.id != 0)
3187 {
3188 param.tile = detail.footmark.tile;
3189 param.mat = matFloor;
3190 param.matColor = 104025f;
3192 }
3193 goto IL_7ba5;
3194 void Draw(int tile)
3195 {
3196 pass = passEdge;
3199 batch.matrices[pass.idx].m03 = param.x + waterEdgeFixShoreSand.x;
3200 batch.matrices[pass.idx].m13 = param.y + waterEdgeFixShoreSand.y;
3201 batch.matrices[pass.idx].m23 = param.z + waterEdgeFixShoreSand.z;
3204 pass.idx++;
3205 if (pass.idx == pass.batchSize)
3206 {
3207 pass.NextBatch();
3208 }
3209 }
3210 }
BlockRenderMode
PlaceState
Definition: PlaceState.cs:2
TraitTrolley trolley
Definition: AI_Trolley.cs:23
virtual bool ShowMaskedThings
Definition: ActionMode.cs:221
bool showWallItem
Definition: AreaData.cs:54
bool atrium
Definition: AreaData.cs:66
int maxHeight
Definition: AreaData.cs:30
virtual byte GetTile(int index)
Definition: Area.cs:75
AreaData data
Definition: BaseArea.cs:29
List< Action > actionsLateUpdate
Definition: BaseCore.cs:29
ScreenGuide guide
MeshPass passArea
Definition: BaseTileMap.cs:141
Vector3 cornerWallFix
Definition: BaseTileMap.cs:96
float maxHeight
Definition: BaseTileMap.cs:402
MeshPass passFloor
Definition: BaseTileMap.cs:145
virtual void Draw()
Definition: BaseTileMap.cs:543
int floorMatColor
Definition: BaseTileMap.cs:444
RenderData rendererInnerBlock
Definition: BaseTileMap.cs:203
float heightModDeco
Definition: BaseTileMap.cs:52
SourceFloor.Row sourceBridge
Definition: BaseTileMap.cs:492
float slopeFixZ
Definition: BaseTileMap.cs:50
Vector3 cornerWallFix2
Definition: BaseTileMap.cs:98
SourceMaterial.Row matBridge
Definition: BaseTileMap.cs:382
RenderData rendererFogRoomSolid
Definition: BaseTileMap.cs:217
RenderData rendererWaterBlock
Definition: BaseTileMap.cs:225
Vector3 waterEdgeFixShoreSand
Definition: BaseTileMap.cs:110
MeshPass passGuideBlock
Definition: BaseTileMap.cs:137
MeshPass passShadow
Definition: BaseTileMap.cs:133
RenderData renderBorder
Definition: BaseTileMap.cs:211
Vector3 waterEdgeFixShore
Definition: BaseTileMap.cs:108
static int GetColorInt(ref Color matColor, int p)
float[] lightLookUp
Definition: BaseTileMap.cs:305
TileType tileType
Definition: BaseTileMap.cs:504
Vector3 ugFix
Definition: BaseTileMap.cs:58
float floorLight
Definition: BaseTileMap.cs:386
float lotLight2
Definition: BaseTileMap.cs:83
MeshPass passAutoTileWater
Definition: BaseTileMap.cs:177
RenderData rendererFov
Definition: BaseTileMap.cs:205
WallClipMode wallClipMode
Definition: BaseTileMap.cs:88
Vector3 altitudeFix
Definition: BaseTileMap.cs:102
Vector3 thingPos
Definition: BaseTileMap.cs:480
MeshPass passDecal
Definition: BaseTileMap.cs:157
Vector3[] transitionFix
Definition: BaseTileMap.cs:114
Vector3 waterEdgeFix
Definition: BaseTileMap.cs:104
float lotLight
Definition: BaseTileMap.cs:81
Vector3 _actorPos
Definition: BaseTileMap.cs:438
GameSetting.RenderSetting renderSetting
Definition: BaseTileMap.cs:362
MeshPass passAutoTile
Definition: BaseTileMap.cs:175
float _shadowStrength
Definition: BaseTileMap.cs:420
RenderData rendererShore
Definition: BaseTileMap.cs:209
Vector3 bridgeFix
Definition: BaseTileMap.cs:94
Vector3 ugFixBridgeBottom
Definition: BaseTileMap.cs:62
bool hasBridge
Definition: BaseTileMap.cs:348
SourceBlock.Row _sourceBlock
Definition: BaseTileMap.cs:502
float heightBlockSize
Definition: BaseTileMap.cs:48
RenderData renderFootmark
Definition: BaseTileMap.cs:197
Vector3 freePos
Definition: BaseTileMap.cs:440
MeshPass passGuideFloor
Definition: BaseTileMap.cs:139
MeshPass passEdge
Definition: BaseTileMap.cs:173
Vector3 ugFixBridgeTop
Definition: BaseTileMap.cs:64
Vector3[] ambientShadowFix
Definition: BaseTileMap.cs:112
float heightLimitDeco
Definition: BaseTileMap.cs:54
MeshPass passObjSS
Definition: BaseTileMap.cs:151
float shadowModStrength
Definition: BaseTileMap.cs:124
RenderData rendererFogRoomBlockSolid
Definition: BaseTileMap.cs:219
MeshPass passShore
Definition: BaseTileMap.cs:195
SourceMaterial.Row matFloor
Definition: BaseTileMap.cs:380
Vector3 ugFixBridge
Definition: BaseTileMap.cs:60
Vector3 cornerWallFix3
Definition: BaseTileMap.cs:100
RenderData rendererWallDeco
Definition: BaseTileMap.cs:223
CellDetail detail
Definition: BaseTileMap.cs:486
SourceBlock.Row sourceBlock
Definition: BaseTileMap.cs:488
int[] seaAnimeIndexes
Definition: BaseTileMap.cs:128
Vector3 waterEdgeBridgeFix
Definition: BaseTileMap.cs:106
RenderData rendererFogRoomWallSolid
Definition: BaseTileMap.cs:221
RenderData rendererFogFloorSolid
Definition: BaseTileMap.cs:215
float roomHeight
Definition: BaseTileMap.cs:400
void SetRoofHeight(MeshPassParam _param, Cell _cell, int _cx, int _cz, int h=0, int altitude=0, int dirWall=-1, bool ignoreAltitudeY=false)
RenderDataObjDummy rendererObjDummy
Definition: BaseTileMap.cs:227
RenderData rendererFogBlockSolid
Definition: BaseTileMap.cs:213
GameSetting.RenderSetting.ZSetting zSetting
Definition: BaseTileMap.cs:364
bool _lowblock
Definition: BaseTileMap.cs:350
SourceFloor.Row sourceFloor
Definition: BaseTileMap.cs:490
float floorLight2
Definition: BaseTileMap.cs:388
override void Draw(RenderParam p)
Definition: CardRenderer.cs:53
Vector3 position
Definition: CardRenderer.cs:21
virtual bool IsMoving
Definition: CardRenderer.cs:31
virtual void SetFirst(bool first, Vector3 pos)
bool isMasked
Definition: Card.cs:590
string id
Definition: Card.cs:35
bool isNPCProperty
Definition: Card.cs:554
bool isFloating
Definition: Card.cs:650
bool isRoofItem
Definition: Card.cs:578
bool isRestrained
Definition: Card.cs:566
float fy
Definition: Card.cs:266
float fx
Definition: Card.cs:254
PlaceState placeState
Definition: Card.cs:83
TileType TileType
Definition: Card.cs:2135
int uid
Definition: Card.cs:122
Trait trait
Definition: Card.cs:53
int altitude
Definition: Card.cs:230
bool isDeconstructing
Definition: Card.cs:446
bool IsInstalled
Definition: Card.cs:2381
TraitShackle GetRestrainer()
Definition: Card.cs:7166
int dir
Definition: Card.cs:146
bool noShadow
Definition: Card.cs:818
SourceCategory.Row category
Definition: Card.cs:2049
bool freePos
Definition: Card.cs:518
CardRenderer renderer
Definition: Card.cs:61
virtual bool flipX
Definition: Card.cs:2116
bool ignoreStackHeight
Definition: Card.cs:638
TaskDesignation designation
Definition: CellDetail.cs:19
List< Thing > things
Definition: CellDetail.cs:11
TransAnime anime
Definition: CellDetail.cs:21
List< Chara > charas
Definition: CellDetail.cs:13
Area area
Definition: CellDetail.cs:15
Footmark footmark
Definition: CellDetail.cs:17
bool IsFire
Definition: CellEffect.cs:147
bool IsLiquid
Definition: CellEffect.cs:150
SourceCellEffect.Row source
Definition: CellEffect.cs:145
Definition: Cell.cs:7
byte _block
Definition: Cell.cs:30
bool HasWallOrFence
Definition: Cell.cs:831
static List< SourceBlock.Row > blockList
Definition: Cell.cs:14
SourceBlock.Row sourceBlock
Definition: Cell.cs:1052
Cell BackRight
Definition: Cell.cs:201
bool lotShade
Definition: Cell.cs:534
bool IsSnowTile
Definition: Cell.cs:782
bool castFloorShadow
Definition: Cell.cs:522
SourceMaterial.Row matBlock
Definition: Cell.cs:1030
byte autotile
Definition: Cell.cs:62
bool HasBlock
Definition: Cell.cs:643
byte shadow
Definition: Cell.cs:70
SourceFloor.Row sourceFloor
Definition: Cell.cs:1054
byte _bridge
Definition: Cell.cs:46
bool isDeck
Definition: Cell.cs:510
bool lotWall
Definition: Cell.cs:486
bool IsBridgeWater
Definition: Cell.cs:770
byte decal
Definition: Cell.cs:44
Critter critter
Definition: Cell.cs:96
bool isFloating
Definition: Cell.cs:474
SourceMaterial.Row matObj
Definition: Cell.cs:1036
List< Thing > Things
Definition: Cell.cs:986
SourceMaterial.Row matBridge
Definition: Cell.cs:1034
bool IsFloorWater
Definition: Cell.cs:727
bool pcSync
Definition: Cell.cs:104
byte shore
Definition: Cell.cs:68
bool skipRender
Definition: Cell.cs:270
ushort lightG
Definition: Cell.cs:88
byte _roofBlock
Definition: Cell.cs:50
bool IsTopWater
Definition: Cell.cs:700
byte autotileObj
Definition: Cell.cs:66
GrowSystem growth
Definition: Cell.cs:225
ushort lightB
Definition: Cell.cs:90
bool isWatered
Definition: Cell.cs:342
SourceFloor.Row sourceBridge
Definition: Cell.cs:1056
bool isClearArea
Definition: Cell.cs:606
CellDetail detail
Definition: Cell.cs:92
bool isShadowed
Definition: Cell.cs:246
byte _roofBlockDir
Definition: Cell.cs:54
bool HasFloodBlock
Definition: Cell.cs:1017
byte autotileBridge
Definition: Cell.cs:64
bool isToggleWallPillar
Definition: Cell.cs:558
bool HasRoof
Definition: Cell.cs:648
bool isSkyFloor
Definition: Cell.cs:594
SourceMaterial.Row matFloor
Definition: Cell.cs:1032
int floorDir
Definition: Cell.cs:922
byte _roofBlockMat
Definition: Cell.cs:52
bool isSeen
Definition: Cell.cs:282
byte obj
Definition: Cell.cs:38
bool isSlopeEdge
Definition: Cell.cs:354
bool isShoreSand
Definition: Cell.cs:546
SourceObj.Row sourceObj
Definition: Cell.cs:1072
byte highlight
Definition: Cell.cs:84
int objDir
Definition: Cell.cs:910
Cell BackLeft
Definition: Cell.cs:213
bool isForceFloat
Definition: Cell.cs:306
SourceCellEffect.Row sourceEffect
Definition: Cell.cs:1070
bool isSurrounded
Definition: Cell.cs:234
bool outOfBounds
Definition: Cell.cs:414
Point GetPoint()
Definition: Cell.cs:1101
Cell FrontLeft
Definition: Cell.cs:189
bool HasRamp
Definition: Cell.cs:837
bool ignoreObjShadow
Definition: Cell.cs:378
byte bridgeHeight
Definition: Cell.cs:74
bool fullWall
Definition: Cell.cs:462
int liquidLv
Definition: Cell.cs:946
bool isBridgeEdge
Definition: Cell.cs:366
bool hasDoor
Definition: Cell.cs:258
int blockDir
Definition: Cell.cs:898
static List< SourceMaterial.Row > matList
Definition: Cell.cs:12
ushort lightR
Definition: Cell.cs:86
byte bridgePillar
Definition: Cell.cs:82
Definition: Chara.cs:10
override SourcePref Pref
Definition: Chara.cs:787
override bool IsAliveInCurrentZone
Definition: Chara.cs:561
AIAct ai
Definition: Chara.cs:202
override bool IsPC
Definition: Chara.cs:612
Chara host
Definition: Chara.cs:33
override bool IsDeadOrSleeping
Definition: Chara.cs:573
SourceChara.Row source
Definition: Chara.cs:158
override CardRow sourceCard
Definition: Chara.cs:450
override void SetRenderParam(RenderParam p)
Definition: Chara.cs:6734
override bool IsPCC
Definition: Chara.cs:682
bool hasTelepathy
Definition: Chara.cs:140
BlockColors blockColors
bool godBuild
Definition: CoreDebug.cs:304
static float fixedFrame
Definition: Core.cs:25
bool reverse
Definition: Critter.cs:23
void Update()
Definition: Critter.cs:102
virtual int SnowTile
Definition: Critter.cs:33
int tile
Definition: Critter.cs:7
bool IsNight
Definition: Date.cs:112
static GameSetting setting
Definition: EMono.cs:31
static ColorProfile Colors
Definition: EMono.cs:35
static World world
Definition: EMono.cs:37
static CoreDebug debug
Definition: EMono.cs:45
Definition: FLOOR.cs:2
static SourceFloor.Row sourceSnow
Definition: FLOOR.cs:31
static SourceFloor.Row sourceSnow2
Definition: FLOOR.cs:33
static SourceFloor.Row sourceIce
Definition: FLOOR.cs:35
int tile
Definition: Footmark.cs:7
EffectSetting effect
Definition: GameSetting.cs:299
RenderSetting render
Definition: GameSetting.cs:301
virtual bool IsMature
Definition: GrowSystem.cs:103
virtual void OnRenderTileMap(RenderParam p)
Definition: GrowSystem.cs:193
static Card alwaysVisible
Definition: LayerDrama.cs:22
int colDeco2
Definition: Lot.cs:36
int decoFix
Definition: Lot.cs:38
int decoFix2
Definition: Lot.cs:40
int colDeco
Definition: Lot.cs:34
float light
Definition: Lot.cs:66
int idDeco2
Definition: Lot.cs:28
int idDeco
Definition: Lot.cs:26
static SourceMaterial.Row sourceSnow
Definition: MATERIAL.cs:41
int maxZ
Definition: MapBounds.cs:17
int maxX
Definition: MapBounds.cs:14
int x
Definition: MapBounds.cs:8
bool fullWallHeight
Definition: MapConfig.cs:32
int skyBlockHeight
Definition: MapConfig.cs:92
Definition: Map.cs:13
static HashSet< int > sunMap
Definition: Map.cs:14
MapBounds bounds
Definition: Map.cs:52
void Add(Point point, float tile=0f, float color=0f)
Definition: MeshPass.cs:122
void AddShadow(MeshPassParam p, ref Vector3 fix)
Definition: MeshPass.cs:195
bool CanSee(Chara c)
Definition: Player.cs:2448
float lightPower
Definition: Player.cs:1197
Definition: Point.cs:9
static Point shared
Definition: Point.cs:20
Vector3 offsetShadow
Definition: RenderData.cs:22
void DrawRepeat(RenderParam p, int count, float size, bool skipFirst=false)
Definition: RenderData.cs:214
float stackZ
Definition: RenderData.cs:44
SourcePref shadowPref
Definition: RenderData.cs:48
int idShadow
Definition: RenderData.cs:14
float hangedFixZ
Definition: RenderData.cs:42
RenderData data
Definition: RenderObject.cs:34
SourceMaterial.Row mat
Definition: RenderParam.cs:17
int liquidLv
Definition: RenderParam.cs:7
bool multisize
Definition: RenderRow.cs:64
SourcePref pref
Definition: RenderRow.cs:68
bool useAltColor
Definition: RenderRow.cs:80
TileType tileType
Definition: RenderRow.cs:77
int[] _tiles
Definition: RenderRow.cs:12
SourceMaterial.Row DefaultMaterial
Definition: RenderRow.cs:86
int colorMod
Definition: RenderRow.cs:16
ParticleSystem psFey
Definition: Scene.cs:119
void DrawWall(Point point, int color, bool useMarkerPass=false, float offsetZ=0f)
Definition: ScreenGuide.cs:42
MeshPass passGuideFloor
Definition: ScreenGuide.cs:7
List< Item > items
Definition: ShadowData.cs:101
static ShadowData Instance
Definition: ShadowData.cs:99
bool HasGrowth
Definition: SourceObj.cs:26
GrowSystem growth
Definition: SourceObj.cs:31
bool bypassShadow
Definition: SourcePref.cs:303
int liquidModMax
Definition: SourcePref.cs:75
bool FloatUnderwater
Definition: SourcePref.cs:320
float height
Definition: SourcePref.cs:51
int liquidMod
Definition: SourcePref.cs:63
bool Float
Definition: SourcePref.cs:316
int shadow
Definition: SourcePref.cs:39
virtual void Draw(int x, int z, RenderParam p)
Definition: Thing.cs:8
override void SetRenderParam(RenderParam p)
Definition: Thing.cs:1489
override SourcePref Pref
Definition: Thing.cs:50
override CardRow sourceCard
Definition: Thing.cs:47
int id
Definition: TileRow.cs:8
virtual bool IsUseBlockDir
Definition: TileType.cs:133
virtual bool UseHangZFix
Definition: TileType.cs:223
static TileTypeSky Sky
Definition: TileType.cs:71
virtual bool CanStack
Definition: TileType.cs:125
virtual void GetMountHeight(ref Vector3 v, Point p, int d, Card target=null)
Definition: TileType.cs:383
static TileTypeIllumination Illumination
Definition: TileType.cs:87
static TileTypeWaterShallow FloorWaterShallow
Definition: TileType.cs:61
bool IsRamp
Definition: TileType.cs:147
virtual bool AlwaysShowShadow
Definition: TileType.cs:253
virtual bool UseLowBlock
Definition: TileType.cs:225
virtual bool IsFullBlock
Definition: TileType.cs:169
virtual bool IsWall
Definition: TileType.cs:137
virtual bool ForceRpeatBlock
Definition: TileType.cs:257
virtual bool IsSkipLowBlock
Definition: TileType.cs:129
virtual bool UseMountHeight
Definition: TileType.cs:221
virtual bool IsFence
Definition: TileType.cs:171
virtual BlockRenderMode blockRenderMode
Definition: TileType.cs:277
Vector3 GetRampFix(int dir, SourcePref pref=null)
Definition: TileType.cs:388
virtual bool IsWaterTop
Definition: TileType.cs:179
virtual bool RepeatBlock
Definition: TileType.cs:255
virtual bool IsOpen()
Definition: TraitDoor.cs:99
virtual Vector3 GetRestrainPos
Definition: TraitShackle.cs:5
virtual bool IgnoreLastStackHeight
Definition: Trait.cs:120
virtual bool AlwaysHideOnLowWall
Definition: Trait.cs:354
virtual bool UseLowblock
Definition: Trait.cs:442
virtual TileType tileType
Definition: Trait.cs:49
virtual bool IsChangeFloorHeight
Definition: Trait.cs:73
virtual bool IsGround
Definition: Trait.cs:67
Card owner
Definition: Trait.cs:27
Vector3 v
Definition: TransAnime.cs:5
bool animeBlock
Definition: TransAnime.cs:21
bool drawBlock
Definition: TransAnime.cs:25
GameDate date
Definition: World.cs:6
virtual bool UseFog
Definition: Zone.cs:391
bool IsPCFaction
Definition: Zone.cs:473

References _actorPos, _baseBrightness, Cell._block, Cell._bridge, _heightMod, _lightMod, _lowblock, EMono._map, _rightWallShade, Cell._roofBlock, Cell._roofBlockDir, Cell._roofBlockMat, _shadowStrength, _sourceBlock, RenderRow._tiles, EMono._zone, Scene.actionMode, BaseCore.actionsLateUpdate, MeshPass.Add(), MeshPass.AddShadow(), Chara.ai, Card.altitude, altitudeFix, Trait.AlwaysHideOnLowWall, alwaysLowblock, TileType.AlwaysShowShadow, LayerDrama.alwaysVisible, ambientShadowFix, CellDetail.anime, SourceCellEffect.Row.anime, TransAnime.animeBlock, CellDetail.area, AreaData.atrium, Cell.autotile, Cell.autotileBridge, Cell.autotileObj, Cell.Back, back, Cell.BackLeft, Cell.BackRight, batch, MeshPass.batches, MeshPass.batchIdx, MeshPass.batchSize, ColorProfile.blockColors, Cell.blockDir, blockLight, Cell.blockList, TileType.blockRenderMode, SourceManager.blocks, Map.bounds, bridgeFix, Cell.bridgeHeight, Cell.bridgePillar, buildMode, SourcePref.bypassShadow, Rand.bytes, Player.CanSee(), TileType.CanStack, Cell.castFloorShadow, Card.category, cell, Map.cells, CellDetail.charas, ActionMode.Cinema, cinemaMode, Lot.colDeco, Lot.colDeco2, CellEffect.color, MeshPassParam.color, RenderRow.colorMod, EMono.Colors, MeshBatch.colors, Map.config, EMono.core, cornerWallFix, cornerWallFix2, cornerWallFix3, count, Cell.critter, currentHeight, currentLot, currentRoom, cx, cz, darkenOuter, BaseArea.data, RenderObject.data, World.date, EMono.debug, Cell.decal, Lot.decoFix, Lot.decoFix2, defaultBlockHeight, RenderRow.DefaultMaterial, SourceMaterial.Row.defBlock, GameSetting.RenderSetting.defCharaHeight, CellDetail.designation, detail, Cell.detail, Card.dir, RenderParam.dir, Draw(), TaskDesignation.Draw(), CardRenderer.Draw(), RenderData.Draw(), RenderDataEffect.Draw(), TransAnime.drawBlock, RenderData.DrawRepeat(), ScreenGuide.DrawWall(), Cell.effect, GameSetting.effect, Core.fixedFrame, ActionMode.FlagCell, Card.flipX, SourcePref.Float, SourcePref.FloatUnderwater, floatY, floatYs, floorDir, Cell.floorDir, TileTypeWaterShallow.FloorHeight, floorLight, floorLight2, floorMatColor, floorShadowStrength, TileType.FloorWaterShallow, fogBounds, fogBrightness, fogged, CellDetail.footmark, TileType.ForceRpeatBlock, freePos, Card.freePos, Cell.Front, Cell.FrontLeft, Cell.FrontRight, Cell.fullWall, MapConfig.fullWallHeight, Card.fx, Card.fy, GetColorInt(), TileType.GetMountHeight(), Cell.GetPoint(), TileType.GetRampFix(), Card.GetRestrainer(), TraitShackle.GetRestrainPos, GetRoofLight(), Area.GetTile(), CoreDebug.godBuild, Cell.growth, SourceObj.Row.growth, BaseGameScreen.guide, RenderData.hangedFixZ, Cell.HasBlock, hasBridge, Cell.hasDoor, Cell.HasFloodBlock, Cell.HasFullBlock, SourceObj.Row.HasGrowth, Cell.HasRamp, Cell.HasRoof, Room.HasRoof, Chara.hasTelepathy, Cell.HasWallOrFence, height, Cell.height, Lot.height, SourcePref.height, heightBlockSize, Lot.heightFix, heightLightMod, heightLimitDeco, heightModDeco, hideHang, Cell.highlight, highlightArea, highlightCells, Chara.host, iconMode, Card.id, TileRow.id, Lot.idDeco, Lot.idDeco2, Lot.idRoofStyle, RenderData.idShadow, MeshPass.idx, if(), Trait.IgnoreLastStackHeight, Cell.ignoreObjShadow, Card.ignoreStackHeight, TileType.Illumination, index, innerMode, ShadowData.Instance, ActionMode.IsActive, Chara.IsAliveInCurrentZone, Cell.isBridgeEdge, Cell.IsBridgeWater, Trait.IsChangeFloorHeight, Cell.isClearArea, Cell.isClearSnow, Chara.IsDeadOrSleeping, Cell.isDeck, Card.isDeconstructing, TileType.IsFence, CellEffect.IsFire, Card.isFloating, Cell.isFloating, Cell.IsFloorWater, Cell.isForceFloat, TileType.IsFullBlock, Trait.IsGround, isIndoor, Card.IsInstalled, CellEffect.IsLiquid, Card.isMasked, GrowSystem.IsMature, CardRenderer.IsMoving, Date.IsNight, Card.isNPCProperty, TraitDoor.IsOpen(), Chara.IsPC, Chara.IsPCC, Zone.IsPCFaction, TileType.IsRamp, Card.isRestrained, Card.isRoofItem, Cell.IsRoomEdge, isSeen, Cell.isSeen, Cell.isShadowed, Cell.isShoreSand, TileType.IsSkipLowBlock, Cell.isSkyFloor, Cell.isSlopeEdge, isSnowCovered, Cell.IsSnowTile, Cell.isSurrounded, Cell.isToggleWallPillar, Cell.IsTopWater, isUnderwater, TileType.IsUseBlockDir, TileType.IsWall, Cell.isWallEdge, Cell.isWatered, TileType.IsWaterTop, ShadowData.items, Cell.Left, left, light, Lot.light, Cell.lightB, Cell.lightG, lightLimit, lightLookUp, Player.lightPower, Cell.lightR, liquidLv, Cell.liquidLv, RenderParam.liquidLv, SourcePref.liquidMod, SourcePref.liquidModMax, Room.lot, lotLight, lotLight2, Cell.lotShade, Cell.lotWall, lowBlock, lowWallObjAltitude, map, ColorProfile.BlockColors.MapHighlight, RenderParam.mat, matBlock, Cell.matBlock, matBridge, Cell.matBridge, MeshPassParam.matColor, SourceMaterial.Row.matColor, MeshBatch.matColors, matFloor, Cell.matFloor, Cell.matList, Cell.matObj, MeshBatch.matrices, Rand.MaxBytes, AreaData.maxHeight, maxHeight, MapBounds.maxX, MapBounds.maxZ, Lot.mh, AM_FlagCell.mode, RenderRow.multisize, MeshPass.NextBatch(), nightRatio, noRoofMode, Card.noShadow, noSlopMode, Cell.obj, Cell.objDir, RenderData.offsetShadow, GrowSystem.OnRenderTileMap(), orgX, orgY, orgZ, Cell.outOfBounds, Trait.owner, param, pass, passArea, passAutoTile, passAutoTileWater, passDecal, passEdge, passFloor, passGuideBlock, passGuideFloor, ScreenGuide.passGuideFloor, passObjSS, passShadow, passShore, EMono.pc, Cell.pcSync, Card.placeState, EMono.player, Card.pos, CardRenderer.position, Chara.Pref, RenderRow.pref, Thing.Pref, Scene.psFey, Lot.realHeight, GameSetting.render, renderBorder, RenderRow.renderData, Card.renderer, rendererEffect, rendererFogBlockSolid, rendererFogFloorSolid, rendererFogRoomBlockSolid, rendererFogRoomSolid, rendererFogRoomWallSolid, rendererFov, rendererFov2, rendererInnerBlock, rendererObjDummy, rendererShore, rendererWallDeco, rendererWaterBlock, renderFootmark, renderSetting, TileType.RepeatBlock, Critter.reverse, Cell.Right, roof, room, Cell.room, roomHeight, GameSetting.RenderSetting.roomHeightMod, EMono.scene, screen, screenHighlight, seaAnimeIndexes, Point.Set(), CardRenderer.SetFirst(), Chara.SetRenderParam(), Thing.SetRenderParam(), SetRoofHeight(), EMono.setting, Cell.shadow, SourcePref.shadow, shadowModStrength, RenderData.shadowPref, shadowStrength, Point.shared, Cell.shore, showAllCards, showBorder, showFullWall, ActionMode.ShowMaskedThings, showRoof, AreaData.showWallItem, Size, Cell.skipRender, TileType.Sky, MapConfig.skyBlockHeight, slopeFixZ, MeshPassParam.snow, snowColor, snowColor2, snowColorToken, snowed, snowLight, snowLimit, Critter.SnowTile, RenderRow.snowTile, CellEffect.source, Chara.source, sourceBlock, Cell.sourceBlock, sourceBridge, Cell.sourceBridge, Chara.sourceCard, Thing.sourceCard, Cell.sourceEffect, sourceFloor, Cell.sourceFloor, FLOOR.sourceIce, Cell.sourceObj, EMono.sources, FLOOR.sourceSnow, MATERIAL.sourceSnow, FLOOR.sourceSnow2, RenderData.stackZ, subtleHighlightArea, Map.sunMap, thingPos, Cell.Things, CellDetail.things, tile, Critter.tile, Footmark.tile, MeshPassParam.tile, BaseGameScreen.tileAlign, MeshBatch.tiles, tileType, Card.TileType, RenderRow.tileType, Trait.tileType, BaseGameScreen.tileWeight, totalFire, Card.trait, transitionFix, AI_Trolley.trolley, ugFix, ugFixBridge, ugFixBridgeBottom, ugFixBridgeTop, Card.uid, Critter.Update(), RenderRow.useAltColor, Zone.UseFog, TileType.UseHangZFix, TileType.UseLowBlock, Trait.UseLowblock, TileType.UseMountHeight, TransAnime.v, wallClipMode, waterAnimeIndex, waterEdgeBridgeFix, waterEdgeFix, waterEdgeFixShore, waterEdgeFixShoreSand, EMono.world, MapBounds.x, MeshPassParam.x, Point.x, MeshPassParam.y, SourcePref.y, MapBounds.z, MeshPassParam.z, Point.z, SourcePref.z, and zSetting.

Referenced by Draw().

◆ GetApproximateBlocklight()

int BaseTileMap.GetApproximateBlocklight ( Cell  cell)
inline

Definition at line 3337 of file BaseTileMap.cs.

3338 {
3339 float num = _baseBrightness + 0.05f;
3340 num = ((!cell.IsSnowTile) ? ((float)((int)(num * 50f) * 262144 + ((cell.lightR >= 64) ? 63 : cell.lightR) * 4096 + ((cell.lightG >= 64) ? 63 : cell.lightG) * 64 + ((cell.lightB >= 64) ? 63 : cell.lightB))) : ((float)((int)(num * 50f) * 262144 + (int)((float)((cell.lightR >= 50) ? 50 : cell.lightR) * snowColor) * 4096 + (int)((float)((cell.lightG >= 50) ? 50 : cell.lightG) * snowColor) * 64 + (int)((float)((cell.lightB >= 50) ? 50 : cell.lightB) * snowColor) + snowColorToken)));
3341 return (int)num;
3342 }

References _baseBrightness, cell, Cell.IsSnowTile, Cell.lightB, Cell.lightG, Cell.lightR, snowColor, and snowColorToken.

Referenced by EffectIRenderer.OnUpdate().

◆ GetColorInt()

static int BaseTileMap.GetColorInt ( ref Color  matColor,
int  p 
)
inlinestatic

Definition at line 3717 of file BaseTileMap.cs.

3718 {
3719 if (p == 0)
3720 {
3721 return 104025;
3722 }
3723 return p * 262144 + (int)(matColor.r * 50f) * 4096 + (int)(matColor.g * 50f) * 64 + (int)(matColor.b * 50f);
3724 }

Referenced by DrawTile(), TileMapElona.DrawTile(), RenderRow.GetColorInt(), SourceBlock.Row.GetRenderParam(), TraitShrine.OnRenderExtra(), TraitDrink.OnThrowGround(), ActEffect.ProcAt(), Card.RefreshColor(), Lot.RefreshData(), and Lot.SetBaseRoom().

◆ GetRoofLight()

int BaseTileMap.GetRoofLight ( Lot  lot)
inline

Definition at line 3344 of file BaseTileMap.cs.

3345 {
3346 float num = Mathf.Sqrt(lot.light) * roofLightMod;
3347 if (num > lightLimit * roofLightLimitMod)
3348 {
3350 }
3351 if (isSnowCovered)
3352 {
3353 num += roofLightSnow * (1f - nightRatio);
3354 }
3355 int num2 = (int)(num * 50f) * 262144;
3356 if (isSnowCovered)
3357 {
3358 num2 += snowColorToken;
3359 }
3360 return num2;
3361 }
float roofLightSnow
Definition: BaseTileMap.cs:85
float roofLightMod
Definition: BaseTileMap.cs:79

References isSnowCovered, Lot.light, lightLimit, nightRatio, roofLightLimitMod, roofLightMod, roofLightSnow, and snowColorToken.

Referenced by DrawRoof(), and DrawTile().

◆ GetThingPosition()

Vector3 BaseTileMap.GetThingPosition ( Card  tg,
Point  p 
)
inline

Definition at line 3212 of file BaseTileMap.cs.

3213 {
3214 Vector3 vector = Vector3.zero;
3215 Vector3 vector2 = vector;
3216 float num = 0f;
3217 cell = p.cell;
3219 if (!tg.TileType.UseMountHeight)
3220 {
3222 {
3223 vector.z -= 1f;
3224 }
3225 else if (!tg.sourceCard.multisize)
3226 {
3227 float num2 = ((cell._bridge != 0) ? cell.sourceBridge.tileType.FloorHeight : sourceFloor.tileType.FloorHeight);
3228 vector.y += num2;
3229 vector.z -= num2 * heightMod.z;
3230 }
3231 if (cell.HasRamp)
3232 {
3233 Vector3 rampFix = cell.sourceBlock.tileType.GetRampFix(cell.blockDir);
3234 vector.x += rampFix.x;
3235 vector.y += rampFix.y;
3236 vector.z += rampFix.z;
3237 }
3238 }
3239 if (tg.sourceCard.multisize)
3240 {
3241 vector.z -= 1f;
3242 }
3243 SourcePref pref = tg.Pref;
3244 vector.x += pref.x * (float)((!tg.flipX) ? 1 : (-1));
3245 vector.z += pref.z;
3246 detail = cell.detail;
3247 if (tg.isChara)
3248 {
3249 return vector;
3250 }
3251 bool flag = false;
3253 {
3254 flag = true;
3255 }
3257 {
3258 if (tg.altitude != 0)
3259 {
3260 vector += altitudeFix * tg.altitude;
3261 }
3262 flag = true;
3263 }
3265 {
3266 return vector;
3267 }
3268 float num3 = 0f;
3269 if (detail != null && detail.things.Count > 0)
3270 {
3271 Card card = null;
3272 for (int i = 0; i < detail.things.Count; i++)
3273 {
3274 Thing thing = detail.things[i];
3275 SourcePref pref2 = thing.Pref;
3277 float num4 = (tileType.UseMountHeight ? 0f : ((pref2.height == 0f) ? 0.1f : pref2.height));
3278 if (!thing.IsInstalled || thing == ActionMode.Inspect.target)
3279 {
3280 continue;
3281 }
3282 if (thing.TileType.IsRamp)
3283 {
3284 Vector3 rampFix2 = thing.TileType.GetRampFix(thing.dir, pref2);
3285 vector.x += rampFix2.x;
3286 vector.y += rampFix2.y;
3287 vector.z += rampFix2.z;
3288 }
3289 if (!flag && tileType.CanStack)
3290 {
3291 if (thing.ignoreStackHeight)
3292 {
3293 vector = vector2;
3294 }
3295 vector.y += num4;
3296 vector.x += pref2.stackX * (float)((!thing.flipX) ? 1 : (-1));
3297 vector.z += pref2.z + thing.renderer.data.stackZ;
3298 if (!tileType.UseMountHeight && thing.altitude != 0)
3299 {
3300 vector += altitudeFix * thing.altitude;
3301 num4 += altitudeFix.y * (float)thing.altitude;
3302 }
3303 if (thing.trait.IgnoreLastStackHeight && (card == null || !card.trait.IgnoreLastStackHeight))
3304 {
3305 vector.y -= num3;
3306 }
3307 num3 = num4;
3308 vector.z += renderSetting.thingZ + num + (float)i * -0.01f + zSetting.mod1 * vector.y;
3309 if (thing.TileType.IsRamp || (thing.trait.IsChangeFloorHeight && !thing.ignoreStackHeight))
3310 {
3311 vector2 = vector;
3312 }
3313 if (thing.sourceCard.multisize)
3314 {
3315 num += zSetting.multiZ;
3316 }
3317 card = thing;
3318 }
3319 }
3320 }
3321 if (flag)
3322 {
3323 return vector;
3324 }
3325 if (tg.ignoreStackHeight)
3326 {
3327 vector = vector2;
3328 vector.z += (float)(detail?.things.Count ?? 0) * -0.01f;
3329 }
3330 if (tg.altitude != 0)
3331 {
3332 vector += altitudeFix * tg.altitude;
3333 }
3334 return vector;
3335 }
static AM_Inspect Inspect
Definition: ActionMode.cs:23
virtual bool IsRoofEditMode(Card c=null)
Definition: ActionMode.cs:311
Vector3 heightMod
Definition: BaseTileMap.cs:56
Definition: Card.cs:11
virtual SourcePref Pref
Definition: Card.cs:2107
virtual bool isChara
Definition: Card.cs:2083
virtual CardRow sourceCard
Definition: Card.cs:2131

References Scene.actionMode, Card.altitude, altitudeFix, Cell.blockDir, TileType.CanStack, card, cell, Point.cell, RenderObject.data, detail, Cell.detail, Card.dir, Card.flipX, TileType.GetRampFix(), Cell.HasRamp, SourcePref.height, heightMod, if(), Trait.IgnoreLastStackHeight, Card.ignoreStackHeight, ActionMode.Inspect, Trait.IsChangeFloorHeight, Card.isChara, Cell.isFloating, Card.IsInstalled, TileType.IsRamp, ActionMode.IsRoofEditMode(), Cell.IsSnowTile, RenderRow.multisize, Card.Pref, Thing.Pref, Card.renderer, EMono.scene, Cell.sourceBlock, Cell.sourceBridge, Card.sourceCard, Thing.sourceCard, sourceFloor, Cell.sourceFloor, RenderData.stackZ, AM_MoveInstalled.target, CellDetail.things, tileType, Card.TileType, Trait.tileType, Card.trait, TileType.UseMountHeight, SourcePref.z, and zSetting.

Referenced by Card.RenderMarker(), and Card.SetFreePos().

◆ OnActivate()

void BaseTileMap.OnActivate ( BaseGameScreen  _screen)
inline

Definition at line 520 of file BaseTileMap.cs.

521 {
522 screen = _screen;
523 if (lightLookUp == null)
524 {
525 lightLookUp = new float[256];
526 for (int i = 0; i < 256; i++)
527 {
528 lightLookUp[i] = EMono.scene.profile.global.lightLookupCurve.Evaluate((float)i / 255f);
529 }
530 }
533 zSetting = renderSetting.zSetting;
534 RenderObject.syncList = EMono.scene.syncList;
535 RenderObject.altitudeFix = altitudeFix.y;
536 if (Rand.bytes == null)
537 {
538 Rand.InitBytes(1);
539 }
541 }
BaseTileSelector tileSelector
BaseTileSelector selector
Definition: BaseTileMap.cs:360
static void InitBytes(int a)
Definition: Rand.cs:11
List< ISyncScreen > syncList
Definition: Scene.cs:137

References altitudeFix, Rand.bytes, SceneProfile.global, Rand.InitBytes(), lightLookUp, Scene.profile, RefreshHeight(), GameSetting.render, renderSetting, EMono.scene, screen, selector, EMono.setting, Scene.syncList, BaseGameScreen.tileSelector, and zSetting.

Referenced by BaseGameScreen.Activate().

◆ RefreshHeight()

void BaseTileMap.RefreshHeight ( )
inline

Definition at line 909 of file BaseTileMap.cs.

910 {
911 if (EMono.game != null)
912 {
913 float num = (((buildMode && !EMono.game.config.slope) || noSlopMode) ? 0f : ((float)EMono.game.config.slopeMod * 0.01f));
915 _heightMod.x = num;
916 _heightMod.y *= num;
917 _heightMod.z *= num;
918 }
919 }
int slopeMod
Definition: Game.cs:60
bool slope
Definition: Game.cs:24

References _heightMod, buildMode, Game.config, EMono.game, heightMod, noSlopMode, Game.Config.slope, and Game.Config.slopeMod.

Referenced by Draw(), TileMapElona.Draw(), AM_Adv.OnActivate(), and OnActivate().

◆ SetRoofHeight()

void BaseTileMap.SetRoofHeight ( MeshPassParam  _param,
Cell  _cell,
int  _cx,
int  _cz,
int  h = 0,
int  altitude = 0,
int  dirWall = -1,
bool  ignoreAltitudeY = false 
)
inline

Definition at line 3726 of file BaseTileMap.cs.

3727 {
3728 Room room = _cell.room;
3729 if (room == null && dirWall != -1)
3730 {
3731 if (dirWall == 0 && _cell.Front.room != null)
3732 {
3733 room = _cell.Front.room;
3734 _cell = _cell.Front;
3735 }
3736 else if (_cell.Right.room != null)
3737 {
3738 room = _cell.Right.room;
3739 _cell = _cell.Right;
3740 }
3741 }
3742 if (room != null)
3743 {
3744 Lot lot = room.lot;
3745 RoofStyle roofStyle = roofStyles[lot.idRoofStyle];
3746 float num = (float)(_cz - _cx) * screen.tileAlign.y + (float)lot.mh * _heightMod.y + lot.realHeight + roofFix.y;
3747 float num2 = 1000f + param.x * screen.tileWeight.x + (float)lot.mh * _heightMod.z + lot.realHeight * roofFix3.z + roofFix.z + roofStyle.posFix.z;
3748 if (lot.height == 1)
3749 {
3750 num += roofStyle.lowRoofFix.y;
3751 num2 += roofStyle.lowRoofFix.z;
3752 }
3753 _param.x = (float)(_cx + _cz) * screen.tileAlign.x + roofFix.x + (float)h * roofFix2.x;
3754 _param.y = num + (float)h * roofFix2.y;
3755 _param.z = num2 + _param.y * screen.tileWeight.z + (float)h * roofFix2.z + heightModRoofBlock.y;
3756 }
3757 if (!ignoreAltitudeY || room != null)
3758 {
3759 _param.y += (float)altitude * _heightMod.y;
3760 }
3761 _param.z += (float)altitude * heightModRoofBlock.z;
3762 }
Vector3 heightModRoofBlock
Definition: BaseTileMap.cs:66

References _heightMod, Cell.Front, Lot.height, heightModRoofBlock, Lot.idRoofStyle, Room.lot, RoofStyle.lowRoofFix, Lot.mh, param, RoofStyle.posFix, Lot.realHeight, Cell.Right, roofFix, roofFix2, roofStyles, room, Cell.room, screen, BaseGameScreen.tileWeight, MeshPassParam.x, and MeshPassParam.y.

Referenced by DrawTile(), Recipe.OnRenderMarker(), and Card.RenderMarker().

Member Data Documentation

◆ _actorPos

Vector3 BaseTileMap._actorPos
protected

Definition at line 438 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ _baseBrightness

float BaseTileMap._baseBrightness

◆ _heightMod

Vector3 BaseTileMap._heightMod

◆ _lightMod

float BaseTileMap._lightMod

Definition at line 311 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), DrawTile(), and TileMapElona.DrawTile().

◆ _lowblock

bool BaseTileMap._lowblock
protected

Definition at line 350 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ _rightWallShade

float BaseTileMap._rightWallShade

Definition at line 323 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ _shadowStrength

float BaseTileMap._shadowStrength
protected

Definition at line 420 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ _sourceBlock

SourceBlock.Row BaseTileMap._sourceBlock
protected

Definition at line 502 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ activeCount

int BaseTileMap.activeCount

Definition at line 260 of file BaseTileMap.cs.

Referenced by Draw().

◆ altitudeFix

Vector3 BaseTileMap.altitudeFix

Definition at line 102 of file BaseTileMap.cs.

Referenced by DrawTile(), GetThingPosition(), and OnActivate().

◆ alwaysLowblock

bool BaseTileMap.alwaysLowblock
protected

Definition at line 472 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ ambientShadowFix

Vector3 [] BaseTileMap.ambientShadowFix

Definition at line 112 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ batch

MeshBatch BaseTileMap.batch
protected

Definition at line 436 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ blockLight

float BaseTileMap.blockLight
protected

Definition at line 384 of file BaseTileMap.cs.

Referenced by Draw(), DrawTile(), and TileMapElona.DrawTile().

◆ BlocklightMTP

const int BaseTileMap.BlocklightMTP = 50
static

Definition at line 516 of file BaseTileMap.cs.

◆ BlocklightToken

const int BaseTileMap.BlocklightToken = 262144
static

Definition at line 514 of file BaseTileMap.cs.

◆ bridgeFix

Vector3 BaseTileMap.bridgeFix

Definition at line 94 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ buildMode

bool BaseTileMap.buildMode
protected

Definition at line 346 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), DrawTile(), and RefreshHeight().

◆ cell

Cell BaseTileMap.cell
protected

◆ cinemaMode

bool BaseTileMap.cinemaMode
protected

Definition at line 470 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ colliderFix

Vector3 BaseTileMap.colliderFix

Definition at line 43 of file BaseTileMap.cs.

Referenced by Draw().

◆ cornerWallFix

Vector3 BaseTileMap.cornerWallFix

Definition at line 96 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ cornerWallFix2

Vector3 BaseTileMap.cornerWallFix2

Definition at line 98 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ cornerWallFix3

Vector3 BaseTileMap.cornerWallFix3

Definition at line 100 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ count

int BaseTileMap.count

Definition at line 38 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), DrawTile(), and TileMapElona.DrawTile().

◆ currentHeight

int BaseTileMap.currentHeight
protected

Definition at line 448 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), and DrawTile().

◆ currentLot

Lot BaseTileMap.currentLot
protected

Definition at line 500 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ currentRoom

Room BaseTileMap.currentRoom
protected

Definition at line 494 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), and DrawTile().

◆ cx

int BaseTileMap.cx

Definition at line 254 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), DrawRoof(), DrawTile(), and TileMapElona.DrawTile().

◆ cz

int BaseTileMap.cz

Definition at line 257 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), DrawRoof(), DrawTile(), and TileMapElona.DrawTile().

◆ darkenOuter

bool BaseTileMap.darkenOuter
protected

Definition at line 478 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ defaultBlockHeight

float BaseTileMap.defaultBlockHeight
protected

Definition at line 424 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ defaultInnerMode

InnerMode BaseTileMap.defaultInnerMode

Definition at line 90 of file BaseTileMap.cs.

Referenced by Draw(), and TileMapElona.Draw().

◆ DefColor

const int BaseTileMap.DefColor = 104025
static

Definition at line 512 of file BaseTileMap.cs.

◆ destBrightness

float BaseTileMap.destBrightness
protected

Definition at line 410 of file BaseTileMap.cs.

Referenced by Draw().

◆ detail

CellDetail BaseTileMap.detail
protected

Definition at line 486 of file BaseTileMap.cs.

Referenced by DrawTile(), TileMapElona.DrawTile(), and GetThingPosition().

◆ edgeBlockFix

Vector3 BaseTileMap.edgeBlockFix

Definition at line 92 of file BaseTileMap.cs.

Referenced by Draw().

◆ floatSpeed

float BaseTileMap.floatSpeed

Definition at line 122 of file BaseTileMap.cs.

Referenced by Draw().

◆ floatTimer

float BaseTileMap.floatTimer
protected

Definition at line 408 of file BaseTileMap.cs.

Referenced by Draw().

◆ floatV

int BaseTileMap.floatV = 1

Definition at line 263 of file BaseTileMap.cs.

Referenced by Draw(), and CardActor.OnRender().

◆ floatVs

int [] BaseTileMap.floatVs = new int[10] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }

Definition at line 302 of file BaseTileMap.cs.

Referenced by Draw().

◆ floatY

float BaseTileMap.floatY

Definition at line 329 of file BaseTileMap.cs.

Referenced by Draw(), DrawTile(), and CardActor.OnRender().

◆ floatYs

float [] BaseTileMap.floatYs = new float[10] { 0f, 1f, 2f, 3f, 4f, 5f, 6f, 7f, 8f, 9f }

Definition at line 308 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ floorDir

int BaseTileMap.floorDir
protected

Definition at line 454 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ floorLight

float BaseTileMap.floorLight
protected

Definition at line 386 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ floorLight2

float BaseTileMap.floorLight2
protected

Definition at line 388 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ floorMatColor

int BaseTileMap.floorMatColor
protected

Definition at line 444 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ floorShadowStrength

float BaseTileMap.floorShadowStrength

Definition at line 332 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ fogBounds

bool BaseTileMap.fogBounds
protected

Definition at line 462 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ fogBrightness

float BaseTileMap.fogBrightness
protected

Definition at line 422 of file BaseTileMap.cs.

Referenced by Draw(), DrawTile(), and TileMapElona.DrawTile().

◆ fogged

bool BaseTileMap.fogged

Definition at line 299 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ fogTile

int BaseTileMap.fogTile

Definition at line 120 of file BaseTileMap.cs.

◆ forceShowHang

bool BaseTileMap.forceShowHang
static

Definition at line 36 of file BaseTileMap.cs.

Referenced by Draw().

◆ freePos

Vector3 BaseTileMap.freePos
protected

Definition at line 440 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ groundLights

byte [] BaseTileMap.groundLights

Definition at line 266 of file BaseTileMap.cs.

◆ hasBridge

bool BaseTileMap.hasBridge
protected

Definition at line 348 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ height

int BaseTileMap.height
protected

Definition at line 446 of file BaseTileMap.cs.

Referenced by Draw(), DrawRoof(), DrawTile(), and TileMapElona.DrawTile().

◆ heightBlockSize

float BaseTileMap.heightBlockSize

Definition at line 48 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ heightLightMod

float BaseTileMap.heightLightMod

Definition at line 320 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ heightLimitDeco

float BaseTileMap.heightLimitDeco

Definition at line 54 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ heightMod

Vector3 BaseTileMap.heightMod

Definition at line 56 of file BaseTileMap.cs.

Referenced by GetThingPosition(), and RefreshHeight().

◆ heightModDeco

float BaseTileMap.heightModDeco

Definition at line 52 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ heightModRoofBlock

Vector3 BaseTileMap.heightModRoofBlock

Definition at line 66 of file BaseTileMap.cs.

Referenced by SetRoofHeight().

◆ hideHang

bool BaseTileMap.hideHang

Definition at line 290 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), DrawTile(), and TileMapElona.DrawTile().

◆ hideRoomFog

bool BaseTileMap.hideRoomFog

Definition at line 281 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), and TileMapElona.DrawTile().

◆ highlightArea

bool BaseTileMap.highlightArea

Definition at line 275 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), DrawTile(), and TileMapElona.DrawTile().

◆ highlightCells

bool BaseTileMap.highlightCells
protected

Definition at line 468 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ iconMode

CardIconMode BaseTileMap.iconMode
protected

Definition at line 342 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), DrawTile(), and TileMapElona.DrawTile().

◆ index

int BaseTileMap.index
protected

Definition at line 368 of file BaseTileMap.cs.

Referenced by DrawRoof(), DrawTile(), and TileMapElona.DrawTile().

◆ innerMode

InnerMode BaseTileMap.innerMode
protected

Definition at line 233 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), DrawTile(), and TileMapElona.DrawTile().

◆ isIndoor

bool BaseTileMap.isIndoor
protected

Definition at line 352 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ isMining

bool BaseTileMap.isMining
protected

Definition at line 344 of file BaseTileMap.cs.

Referenced by Draw(), and TileMapElona.Draw().

◆ isSeen

bool BaseTileMap.isSeen
protected

Definition at line 458 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ isSnowCovered

bool BaseTileMap.isSnowCovered
protected

Definition at line 466 of file BaseTileMap.cs.

Referenced by Draw(), DrawRoof(), DrawTile(), and GetRoofLight().

◆ isUnderwater

bool BaseTileMap.isUnderwater
protected

Definition at line 476 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ lastRoom

Room BaseTileMap.lastRoom
protected

Definition at line 496 of file BaseTileMap.cs.

Referenced by Draw(), and TileMapElona.Draw().

◆ layerGroundLights

NoiseLayer BaseTileMap.layerGroundLights

Definition at line 131 of file BaseTileMap.cs.

◆ light

float BaseTileMap.light
protected

Definition at line 390 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ lightLimit

float BaseTileMap.lightLimit
protected

◆ lightLookUp

float [] BaseTileMap.lightLookUp

Definition at line 305 of file BaseTileMap.cs.

Referenced by DrawTile(), TileMapElona.DrawTile(), and OnActivate().

◆ lightSetting

SceneLightProfile BaseTileMap.lightSetting
protected

Definition at line 506 of file BaseTileMap.cs.

Referenced by Draw(), and TileMapElona.Draw().

◆ liquidLv

int BaseTileMap.liquidLv
protected

Definition at line 366 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ lotLight

float BaseTileMap.lotLight

Definition at line 81 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ lotLight2

float BaseTileMap.lotLight2

Definition at line 83 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ lowBlock

bool BaseTileMap.lowBlock

Definition at line 269 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), DrawTile(), and TileMapElona.DrawTile().

◆ lowblockTimer

float BaseTileMap.lowblockTimer

Definition at line 317 of file BaseTileMap.cs.

Referenced by Draw(), and TileMapElona.Draw().

◆ lowObj

bool BaseTileMap.lowObj

Definition at line 272 of file BaseTileMap.cs.

Referenced by Draw(), and TileMapElona.Draw().

◆ lowWallObjAltitude

int BaseTileMap.lowWallObjAltitude
protected

Definition at line 376 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ map

Map BaseTileMap.map
protected

Definition at line 356 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), DrawRoof(), DrawTile(), and TileMapElona.DrawTile().

◆ matBlock

SourceMaterial.Row BaseTileMap.matBlock
protected

Definition at line 378 of file BaseTileMap.cs.

Referenced by DrawRoof(), DrawTile(), and TileMapElona.DrawTile().

◆ matBridge

SourceMaterial.Row BaseTileMap.matBridge
protected

Definition at line 382 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ matFloor

SourceMaterial.Row BaseTileMap.matFloor
protected

Definition at line 380 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ maxColliderCheck

int BaseTileMap.maxColliderCheck

Definition at line 45 of file BaseTileMap.cs.

Referenced by Draw().

◆ maxFloat

int BaseTileMap.maxFloat

Definition at line 126 of file BaseTileMap.cs.

Referenced by Draw().

◆ maxHeight

float BaseTileMap.maxHeight
protected

Definition at line 402 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ modSublight1

float BaseTileMap.modSublight1
protected

Definition at line 414 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), and TileMapElona.DrawTile().

◆ modSublight2

float BaseTileMap.modSublight2
protected

Definition at line 416 of file BaseTileMap.cs.

Referenced by Draw(), and TileMapElona.Draw().

◆ mouseCollider

Collider2D BaseTileMap.mouseCollider

Definition at line 41 of file BaseTileMap.cs.

◆ mx

int BaseTileMap.mx

Definition at line 242 of file BaseTileMap.cs.

Referenced by Draw().

◆ mz

int BaseTileMap.mz

Definition at line 245 of file BaseTileMap.cs.

Referenced by Draw(), and WidgetDebug.UpdateText().

◆ nightRatio

float BaseTileMap.nightRatio
protected

Definition at line 432 of file BaseTileMap.cs.

Referenced by Draw(), DrawTile(), and GetRoofLight().

◆ noRoofMode

bool BaseTileMap.noRoofMode

Definition at line 296 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ noSlopMode

bool BaseTileMap.noSlopMode
private

Definition at line 508 of file BaseTileMap.cs.

Referenced by Draw(), DrawTile(), and RefreshHeight().

◆ orgPos

Vector3 BaseTileMap.orgPos
protected

Definition at line 482 of file BaseTileMap.cs.

◆ orgX

float BaseTileMap.orgX
protected

Definition at line 394 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ orgY

float BaseTileMap.orgY
protected

Definition at line 396 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ orgZ

float BaseTileMap.orgZ
protected

Definition at line 398 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ param

RenderParam BaseTileMap.param = new RenderParam()
protected

Definition at line 434 of file BaseTileMap.cs.

Referenced by Draw(), DrawRoof(), DrawTile(), TileMapElona.DrawTile(), and SetRoofHeight().

◆ pass

MeshPass BaseTileMap.pass
protected

Definition at line 358 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ passArea

MeshPass BaseTileMap.passArea

Definition at line 141 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ passAutoTile

MeshPass BaseTileMap.passAutoTile

Definition at line 175 of file BaseTileMap.cs.

Referenced by DrawTile(), and TextureManager.Init().

◆ passAutoTileWater

MeshPass BaseTileMap.passAutoTileWater

◆ passBlock

MeshPass BaseTileMap.passBlock

Definition at line 147 of file BaseTileMap.cs.

Referenced by TextureManager.Init(), Recipe.OnRenderMarker(), and Core.Update().

◆ passBlockEx

MeshPass BaseTileMap.passBlockEx

Definition at line 161 of file BaseTileMap.cs.

Referenced by TextureManager.Init(), and Recipe.OnRenderMarker().

◆ passBlockMarker

MeshPass BaseTileMap.passBlockMarker

Definition at line 179 of file BaseTileMap.cs.

Referenced by TextureManager.Init().

◆ passChara

MeshPass BaseTileMap.passChara

Definition at line 187 of file BaseTileMap.cs.

Referenced by PostEffectProfile.Apply(), and TextureManager.Init().

◆ passCharaL

MeshPass BaseTileMap.passCharaL

Definition at line 189 of file BaseTileMap.cs.

Referenced by PostEffectProfile.Apply(), and TextureManager.Init().

◆ passCharaLL

MeshPass BaseTileMap.passCharaLL

Definition at line 193 of file BaseTileMap.cs.

Referenced by TextureManager.Init().

◆ passCharaLW

MeshPass BaseTileMap.passCharaLW

Definition at line 191 of file BaseTileMap.cs.

Referenced by PostEffectProfile.Apply(), and TextureManager.Init().

◆ passDecal

MeshPass BaseTileMap.passDecal

Definition at line 157 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ passEdge

MeshPass BaseTileMap.passEdge

Definition at line 173 of file BaseTileMap.cs.

Referenced by DrawTile(), and TextureManager.Init().

◆ passFloor

MeshPass BaseTileMap.passFloor

◆ passFloorEx

MeshPass BaseTileMap.passFloorEx

Definition at line 163 of file BaseTileMap.cs.

Referenced by TextureManager.Init(), and Recipe.OnRenderMarker().

◆ passFloorMarker

MeshPass BaseTileMap.passFloorMarker

Definition at line 181 of file BaseTileMap.cs.

Referenced by TextureManager.Init().

◆ passFloorWater

◆ passFog

MeshPass BaseTileMap.passFog

Definition at line 169 of file BaseTileMap.cs.

Referenced by TextureManager.Init().

◆ passFov

MeshPass BaseTileMap.passFov

Definition at line 171 of file BaseTileMap.cs.

Referenced by TextureManager.Init().

◆ passGuideBlock

MeshPass BaseTileMap.passGuideBlock

◆ passGuideFloor

MeshPass BaseTileMap.passGuideFloor

Definition at line 139 of file BaseTileMap.cs.

Referenced by TaskDesignation.DrawMarker(), DrawTile(), and GameUpdater.Update().

◆ passIcon

MeshPass BaseTileMap.passIcon

Definition at line 185 of file BaseTileMap.cs.

Referenced by UIInspector.DrawHighlight(), and TextureManager.Init().

◆ passInner

MeshPass BaseTileMap.passInner

Definition at line 167 of file BaseTileMap.cs.

Referenced by Draw(), and TextureManager.Init().

◆ passLiquid

◆ passObj

MeshPass BaseTileMap.passObj

Definition at line 153 of file BaseTileMap.cs.

Referenced by TextureManager.Init().

◆ passObjL

MeshPass BaseTileMap.passObjL

Definition at line 155 of file BaseTileMap.cs.

Referenced by TextureManager.Init().

◆ passObjS

MeshPass BaseTileMap.passObjS

Definition at line 149 of file BaseTileMap.cs.

Referenced by TextureManager.Init().

◆ passObjSS

MeshPass BaseTileMap.passObjSS

Definition at line 151 of file BaseTileMap.cs.

Referenced by DrawTile(), and TextureManager.Init().

◆ passRamp

MeshPass BaseTileMap.passRamp

Definition at line 143 of file BaseTileMap.cs.

Referenced by TextureManager.Init().

◆ passRoof

MeshPass BaseTileMap.passRoof

Definition at line 159 of file BaseTileMap.cs.

Referenced by TextureManager.Init().

◆ passShadow

◆ passShore

MeshPass BaseTileMap.passShore

Definition at line 195 of file BaseTileMap.cs.

Referenced by DrawTile(), and TextureManager.Init().

◆ passWaterBlock

MeshPass BaseTileMap.passWaterBlock

Definition at line 183 of file BaseTileMap.cs.

Referenced by TextureManager.Init().

◆ pcMaxLight

float BaseTileMap.pcMaxLight
protected

Definition at line 392 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), and TileMapElona.DrawTile().

◆ pcX

int BaseTileMap.pcX
protected

Definition at line 450 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), and TileMapElona.DrawTile().

◆ pcZ

int BaseTileMap.pcZ
protected

Definition at line 452 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), and TileMapElona.DrawTile().

◆ rays

RaycastHit2D [] BaseTileMap.rays = new RaycastHit2D[1]
protected

Definition at line 340 of file BaseTileMap.cs.

Referenced by Draw().

◆ renderBorder

RenderData BaseTileMap.renderBorder

Definition at line 211 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ rendererBlockMarker

RenderData BaseTileMap.rendererBlockMarker

Definition at line 199 of file BaseTileMap.cs.

Referenced by Recipe.OnRenderMarker().

◆ rendererEffect

RenderDataEffect BaseTileMap.rendererEffect

Definition at line 229 of file BaseTileMap.cs.

Referenced by RenderData.DrawRepeatTo(), DrawRoof(), DrawTile(), and TileMapElona.DrawTile().

◆ rendererFloorMarker

RenderData BaseTileMap.rendererFloorMarker

Definition at line 201 of file BaseTileMap.cs.

Referenced by Recipe.OnRenderMarker().

◆ rendererFogBlockSolid

RenderData BaseTileMap.rendererFogBlockSolid

Definition at line 213 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ rendererFogFloorSolid

RenderData BaseTileMap.rendererFogFloorSolid

Definition at line 215 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ rendererFogRoomBlockSolid

RenderData BaseTileMap.rendererFogRoomBlockSolid

Definition at line 219 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ rendererFogRoomSolid

RenderData BaseTileMap.rendererFogRoomSolid

Definition at line 217 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ rendererFogRoomWallSolid

RenderData BaseTileMap.rendererFogRoomWallSolid

Definition at line 221 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ rendererFov

RenderData BaseTileMap.rendererFov

Definition at line 205 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ rendererFov2

RenderData BaseTileMap.rendererFov2

Definition at line 207 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ rendererInnerBlock

RenderData BaseTileMap.rendererInnerBlock

Definition at line 203 of file BaseTileMap.cs.

Referenced by DrawTile(), TileMapElona.DrawTile(), and CoreDebug.UpdateAlways().

◆ rendererObjDummy

RenderDataObjDummy BaseTileMap.rendererObjDummy

Definition at line 227 of file BaseTileMap.cs.

Referenced by Core.Awake(), CardRenderer.Draw(), and DrawTile().

◆ rendererShore

RenderData BaseTileMap.rendererShore

Definition at line 209 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ rendererWallDeco

RenderData BaseTileMap.rendererWallDeco

Definition at line 223 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ rendererWaterBlock

RenderData BaseTileMap.rendererWaterBlock

Definition at line 225 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ renderFootmark

RenderData BaseTileMap.renderFootmark

Definition at line 197 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ renderSetting

GameSetting.RenderSetting BaseTileMap.renderSetting
protected

Definition at line 362 of file BaseTileMap.cs.

Referenced by DrawTile(), TileMapElona.DrawTile(), and OnActivate().

◆ rightWallShade

float BaseTileMap.rightWallShade

Definition at line 69 of file BaseTileMap.cs.

Referenced by Draw().

◆ roof

bool BaseTileMap.roof
protected

Definition at line 456 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ roofFix

Vector3 BaseTileMap.roofFix

Definition at line 73 of file BaseTileMap.cs.

Referenced by DrawRoof(), and SetRoofHeight().

◆ roofFix2

Vector3 BaseTileMap.roofFix2

Definition at line 75 of file BaseTileMap.cs.

Referenced by DrawRoof(), and SetRoofHeight().

◆ roofFix3

Vector3 BaseTileMap.roofFix3

Definition at line 77 of file BaseTileMap.cs.

Referenced by DrawRoof().

◆ roofLightLimitMod

float BaseTileMap.roofLightLimitMod

Definition at line 326 of file BaseTileMap.cs.

Referenced by Draw(), and GetRoofLight().

◆ roofLightMod

float BaseTileMap.roofLightMod

Definition at line 79 of file BaseTileMap.cs.

Referenced by GetRoofLight().

◆ roofLightSnow

float BaseTileMap.roofLightSnow

Definition at line 85 of file BaseTileMap.cs.

Referenced by GetRoofLight().

◆ roofRampFix

Vector3 BaseTileMap.roofRampFix

Definition at line 71 of file BaseTileMap.cs.

Referenced by DrawRoof().

◆ roofStyles

RoofStyle [] BaseTileMap.roofStyles

◆ room

Room BaseTileMap.room
protected

Definition at line 498 of file BaseTileMap.cs.

Referenced by Draw(), DrawRoof(), DrawTile(), TileMapElona.DrawTile(), and SetRoofHeight().

◆ roomHeight

float BaseTileMap.roomHeight
protected

Definition at line 400 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ screen

new BaseGameScreen BaseTileMap.screen

◆ screenHighlight

ScreenHighlight BaseTileMap.screenHighlight

Definition at line 338 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ seaAnimeIndexes

int [] BaseTileMap.seaAnimeIndexes

Definition at line 128 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ selector

BaseTileSelector BaseTileMap.selector
protected

Definition at line 360 of file BaseTileMap.cs.

Referenced by OnActivate().

◆ shadowModStrength

float BaseTileMap.shadowModStrength

Definition at line 124 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ shadowStrength

float BaseTileMap.shadowStrength
protected

Definition at line 418 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), DrawTile(), and TileMapElona.DrawTile().

◆ showAllCards

bool BaseTileMap.showAllCards
protected

Definition at line 460 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ showBorder

bool BaseTileMap.showBorder
protected

Definition at line 474 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ showFullWall

bool BaseTileMap.showFullWall

Definition at line 287 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), DrawTile(), and TileMapElona.DrawTile().

◆ showRoof

bool BaseTileMap.showRoof

Definition at line 284 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), and DrawTile().

◆ Size

int BaseTileMap.Size

Definition at line 236 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), DrawRoof(), DrawTile(), and TileMapElona.DrawTile().

◆ SizeXZ

int BaseTileMap.SizeXZ

Definition at line 239 of file BaseTileMap.cs.

Referenced by Draw(), and TileMapElona.Draw().

◆ slopeFixZ

float BaseTileMap.slopeFixZ

Definition at line 50 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ snowColor

float BaseTileMap.snowColor
protected

Definition at line 428 of file BaseTileMap.cs.

Referenced by Draw(), DrawTile(), and GetApproximateBlocklight().

◆ snowColor2

float BaseTileMap.snowColor2
protected

Definition at line 430 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ snowColorToken

int BaseTileMap.snowColorToken
protected

Definition at line 372 of file BaseTileMap.cs.

Referenced by Draw(), DrawTile(), GetApproximateBlocklight(), and GetRoofLight().

◆ snowed

bool BaseTileMap.snowed
protected

Definition at line 464 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ snowLight

float BaseTileMap.snowLight
protected

Definition at line 404 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ snowLimit

float BaseTileMap.snowLimit
protected

Definition at line 426 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ sourceBlock

SourceBlock.Row BaseTileMap.sourceBlock
protected

Definition at line 488 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ sourceBridge

SourceFloor.Row BaseTileMap.sourceBridge
protected

Definition at line 492 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ sourceFloor

SourceFloor.Row BaseTileMap.sourceFloor
protected

Definition at line 490 of file BaseTileMap.cs.

Referenced by DrawTile(), TileMapElona.DrawTile(), and GetThingPosition().

◆ subtleHighlightArea

bool BaseTileMap.subtleHighlightArea

Definition at line 278 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), DrawTile(), and TileMapElona.DrawTile().

◆ TestPoint

Point BaseTileMap.TestPoint = new Point()

Definition at line 231 of file BaseTileMap.cs.

Referenced by Draw().

◆ thingPos

Vector3 BaseTileMap.thingPos
protected

Definition at line 480 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ tile

int BaseTileMap.tile
protected

Definition at line 442 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ tileType

TileType BaseTileMap.tileType
protected

Definition at line 504 of file BaseTileMap.cs.

Referenced by DrawTile(), TileMapElona.DrawTile(), and GetThingPosition().

◆ totalFire

int BaseTileMap.totalFire
protected

Definition at line 370 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), DrawTile(), and TileMapElona.DrawTile().

◆ transitionFix

Vector3 [] BaseTileMap.transitionFix

Definition at line 114 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ ugFix

Vector3 BaseTileMap.ugFix

Definition at line 58 of file BaseTileMap.cs.

Referenced by DrawTile(), and TileMapElona.DrawTile().

◆ ugFixBridge

Vector3 BaseTileMap.ugFixBridge

Definition at line 60 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ ugFixBridgeBottom

Vector3 BaseTileMap.ugFixBridgeBottom

Definition at line 62 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ ugFixBridgeTop

Vector3 BaseTileMap.ugFixBridgeTop

Definition at line 64 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ usingHouseBoard

bool BaseTileMap.usingHouseBoard

Definition at line 293 of file BaseTileMap.cs.

Referenced by Draw(), and TileMapElona.Draw().

◆ wallClipMode

WallClipMode BaseTileMap.wallClipMode

Definition at line 88 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ wallHangFix

Vector3 [] BaseTileMap.wallHangFix

Definition at line 116 of file BaseTileMap.cs.

Referenced by TileTypeWallHang.GetMountHeight().

◆ waterAnimeIndex

int BaseTileMap.waterAnimeIndex
protected

Definition at line 374 of file BaseTileMap.cs.

Referenced by Draw(), and DrawTile().

◆ waterAnimeTimer

float BaseTileMap.waterAnimeTimer
protected

Definition at line 406 of file BaseTileMap.cs.

Referenced by Draw().

◆ waterEdgeBlockFix

Vector3 [] BaseTileMap.waterEdgeBlockFix

Definition at line 118 of file BaseTileMap.cs.

◆ waterEdgeBridgeFix

Vector3 BaseTileMap.waterEdgeBridgeFix

Definition at line 106 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ waterEdgeFix

Vector3 BaseTileMap.waterEdgeFix

Definition at line 104 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ waterEdgeFixShore

Vector3 BaseTileMap.waterEdgeFixShore

Definition at line 108 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ waterEdgeFixShoreSand

Vector3 BaseTileMap.waterEdgeFixShoreSand

Definition at line 110 of file BaseTileMap.cs.

Referenced by DrawTile().

◆ x

int BaseTileMap.x

Definition at line 248 of file BaseTileMap.cs.

Referenced by Draw(), TileMapElona.Draw(), and RenderRow.GetRenderParam().

◆ z

int BaseTileMap.z

Definition at line 251 of file BaseTileMap.cs.

Referenced by Draw(), and TileMapElona.Draw().

◆ zSetting

GameSetting.RenderSetting.ZSetting BaseTileMap.zSetting
protected

Definition at line 364 of file BaseTileMap.cs.

Referenced by DrawTile(), TileMapElona.DrawTile(), GetThingPosition(), and OnActivate().

Property Documentation

◆ HitPoint

Point BaseTileMap.HitPoint
get

Definition at line 518 of file BaseTileMap.cs.

Referenced by Draw().


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