Elin Modding Docs Doc
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RenderDataHalfBlock.cs
1using System;
2using UnityEngine;
3
4// Token: 0x0200019C RID: 412
6{
7 // Token: 0x06000BE3 RID: 3043 RVA: 0x000491EC File Offset: 0x000473EC
8 public override void Draw(RenderParam p)
9 {
10 MeshBatch meshBatch = this.pass.batches[this.pass.batchIdx];
11 meshBatch.matrices[this.pass.idx].m03 = p.x + this.offset.x;
12 meshBatch.matrices[this.pass.idx].m13 = p.y + this.offset.y;
13 meshBatch.matrices[this.pass.idx].m23 = p.z + this.offset.z;
14 meshBatch.tiles[this.pass.idx] = p.tile + 2000000f;
15 meshBatch.colors[this.pass.idx] = p.color - 1048576f;
16 meshBatch.matColors[this.pass.idx] = p.matColor;
17 this.pass.idx++;
18 if (this.pass.idx == this.pass.batchSize)
19 {
20 this.pass.NextBatch();
21 }
22 MeshPass passFloor = EClass.core.screen.tileMap.passFloor;
23 MeshBatch meshBatch2 = passFloor.batches[passFloor.batchIdx];
24 meshBatch2.matrices[passFloor.idx].m03 = p.x + this.floorFix.x;
25 meshBatch2.matrices[passFloor.idx].m13 = p.y + this.floorFix.y;
26 meshBatch2.matrices[passFloor.idx].m23 = p.z + this.floorFix.z;
27 meshBatch2.tiles[passFloor.idx] = (float)p.tile2;
28 meshBatch2.colors[passFloor.idx] = p.color - 1048576f;
29 meshBatch2.matColors[passFloor.idx] = (float)p.halfBlockColor;
30 passFloor.idx++;
31 if (passFloor.idx == passFloor.batchSize)
32 {
33 passFloor.NextBatch();
34 }
35 }
36
37 // Token: 0x06000BE4 RID: 3044 RVA: 0x00049424 File Offset: 0x00047624
38 private void OnValidate()
39 {
40 this._offset = this.offset;
41 }
42
43 // Token: 0x04000ADB RID: 2779
44 public Vector3 floorFix;
45}