Elin Decompiled Documentation EA 23.102 Nightly
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RenderDataObjV Class Reference
Inheritance diagram for RenderDataObjV:
RenderDataObj RenderDataTile RenderData EScriptable IRenderer

Public Member Functions

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

Public Attributes

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

Properties

override bool ForceAltHeldPosition [get]
 
- Properties inherited from RenderData
static Quaternion shadowRotation [get]
 
static Vector3 shadowScale [get]
 
static Vector3 shadowOffset [get]
 
virtual bool SkipOnMap [get]
 
virtual string pathSprite [get]
 
virtual string prefabName [get]
 
virtual bool ForceAltHeldPosition [get]
 

Private Member Functions

void OnValidate ()
 

Additional Inherited Members

- Static Public Member Functions inherited from EScriptable
static int rnd (int a)
 
- Static Public Attributes inherited from RenderData
const int HeldLightMod = 1572864
 
static Quaternion deadRotation = Quaternion.Euler(0f, 0f, 90f)
 
static GameSetting.RenderSetting renderSetting
 
- Protected Attributes inherited from RenderData
Vector3 _offset
 

Detailed Description

Definition at line 3 of file RenderDataObjV.cs.

Member Function Documentation

◆ Draw()

override void RenderDataObjV.Draw ( RenderParam  p)
inlinevirtual

Reimplemented from RenderDataObj.

Definition at line 9 of file RenderDataObjV.cs.

10 {
11 bool flag = false;
13 MeshBatch meshBatch = meshPass.batches[meshPass.batchIdx];
14 int num = ((p.tile > 0f) ? 1 : (-1));
15 if (meshPass == pass.subPass)
16 {
17 meshBatch.colors[meshPass.idx] = p.color - 1572864f;
19 }
20 else
21 {
22 meshBatch.colors[meshPass.idx] = p.color;
23 meshBatch.matrices[meshPass.idx].m03 = p.x + offset.x * (float)num;
24 meshBatch.matrices[meshPass.idx].m13 = p.y + offset.y;
25 meshBatch.matrices[meshPass.idx].m23 = p.z + offset.z;
26 }
27 meshBatch.tiles[meshPass.idx] = p.tile + ((multiSize && flag) ? meshPass.pmesh.tiling.x : 0f) + (float)(p.liquidLv * 10000 * num);
28 meshBatch.matColors[meshPass.idx] = p.matColor;
29 meshPass.idx++;
30 if (meshPass.idx == meshPass.batchSize)
31 {
32 meshPass.NextBatch();
33 meshBatch = meshPass.batches[meshPass.batchIdx];
34 }
35 if (multiSize && !flag)
36 {
37 meshBatch.tiles[meshPass.idx] = p.tile - meshPass.pmesh.tiling.x * (float)num;
38 meshBatch.matColors[meshPass.idx] = p.matColor;
39 if (meshPass == pass.subPass)
40 {
41 meshBatch.colors[meshPass.idx] = p.color - 1572864f;
42 meshBatch.matrices[meshPass.idx].SetTRS(p.NewVector3 + offset + new Vector3(0f, meshPass.pmesh.size.y * SubPassData.Current.scale.y, 0f) + SubPassData.Current.offset, SubPassData.Current.rotation, SubPassData.Current.scale);
43 }
44 else
45 {
46 meshBatch.colors[meshPass.idx] = p.color;
47 meshBatch.matrices[meshPass.idx].m03 = p.x + offset.x * (float)num;
48 meshBatch.matrices[meshPass.idx].m13 = p.y + offset.y + meshPass.pmesh.size.y;
49 meshBatch.matrices[meshPass.idx].m23 = p.z + offset.z + RenderData.renderSetting.vFix.z;
50 }
51 meshPass.idx++;
52 if (meshPass.idx == meshPass.batchSize)
53 {
54 meshPass.NextBatch();
55 }
56 }
57 if (!hasSnowPass || !p.snow || !(meshPass == pass))
58 {
59 return;
60 }
61 meshPass = pass.snowPass;
62 meshBatch = meshPass.batches[meshPass.batchIdx];
63 meshBatch.colors[meshPass.idx] = p.color;
64 meshBatch.matrices[meshPass.idx].m03 = p.x + offset.x * (float)num;
65 meshBatch.matrices[meshPass.idx].m13 = p.y + offset.y;
66 meshBatch.matrices[meshPass.idx].m23 = p.z + offset.z + snowZ;
67 meshBatch.tiles[meshPass.idx] = p.tile + ((multiSize && flag) ? meshPass.pmesh.tiling.x : 0f) + (float)(p.liquidLv * 10000 * num);
68 meshBatch.matColors[meshPass.idx] = 104025f;
69 meshPass.idx++;
70 if (meshPass.idx == meshPass.batchSize)
71 {
72 meshPass.NextBatch();
73 meshBatch = meshPass.batches[meshPass.batchIdx];
74 }
75 if (multiSize && !flag)
76 {
77 meshBatch.tiles[meshPass.idx] = p.tile - meshPass.pmesh.tiling.x * (float)num;
78 meshBatch.matColors[meshPass.idx] = 104025f;
79 meshBatch.colors[meshPass.idx] = p.color;
80 meshBatch.matrices[meshPass.idx].m03 = p.x + offset.x * (float)num;
81 meshBatch.matrices[meshPass.idx].m13 = p.y + offset.y + meshPass.pmesh.size.y;
82 meshBatch.matrices[meshPass.idx].m23 = p.z + offset.z + RenderData.renderSetting.vFix.z + snowZ;
83 meshPass.idx++;
84 if (meshPass.idx == meshPass.batchSize)
85 {
86 meshPass.NextBatch();
87 }
88 }
89 }
float[] matColors
Definition: MeshBatch.cs:11
Matrix4x4[] matrices
Definition: MeshBatch.cs:5
float[] tiles
Definition: MeshBatch.cs:7
float[] colors
Definition: MeshBatch.cs:9
MeshPass subPass
Definition: MeshPass.cs:15
int batchIdx
Definition: MeshPass.cs:60
ProceduralMesh pmesh
Definition: MeshPass.cs:25
MeshPass snowPass
Definition: MeshPass.cs:17
void NextBatch()
Definition: MeshPass.cs:417
int batchSize
Definition: MeshPass.cs:63
List< MeshBatch > batches
Definition: MeshPass.cs:66
int idx
Definition: MeshPass.cs:57
static GameSetting.RenderSetting renderSetting
Definition: RenderData.cs:12
bool hasSubPass
Definition: RenderData.cs:59
Vector3 offset
Definition: RenderData.cs:18
bool multiSize
Definition: RenderData.cs:32
bool hasSnowPass
Definition: RenderData.cs:62
MeshPass pass
Definition: RenderData.cs:16
int liquidLv
Definition: RenderParam.cs:7
Vector3 NewVector3
Definition: RenderParam.cs:23
Quaternion rotation
Definition: SubPassData.cs:15
Vector3 scale
Definition: SubPassData.cs:13
static SubPassData Current
Definition: SubPassData.cs:9
Vector3 offset
Definition: SubPassData.cs:11

References MeshPass.batches, MeshPass.batchIdx, MeshPass.batchSize, MeshPassParam.color, MeshBatch.colors, SubPassData.Current, SubPassData.enable, RenderData.hasSnowPass, RenderData.hasSubPass, MeshPass.idx, RenderParam.liquidLv, MeshPassParam.matColor, MeshBatch.matColors, MeshBatch.matrices, RenderData.multiSize, RenderParam.NewVector3, MeshPass.NextBatch(), RenderData.offset, SubPassData.offset, RenderData.pass, MeshPass.pmesh, RenderData.renderSetting, SubPassData.rotation, SubPassData.scale, ProceduralMesh.size, MeshPassParam.snow, MeshPass.snowPass, RenderDataTile.snowZ, MeshPass.subPass, MeshBatch.tiles, and ProceduralMesh.tiling.

◆ OnValidate()

void RenderDataObjV.OnValidate ( )
inlineprivate

Definition at line 91 of file RenderDataObjV.cs.

92 {
94 }
Vector3 _offset
Definition: RenderData.cs:10

References RenderData._offset, and RenderData.offset.

Member Data Documentation

◆ topOnly

bool RenderDataObjV.topOnly

Definition at line 5 of file RenderDataObjV.cs.

Property Documentation

◆ ForceAltHeldPosition

override bool RenderDataObjV.ForceAltHeldPosition
get

Definition at line 7 of file RenderDataObjV.cs.


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