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;
18 if (this.pass.idx ==
this.pass.batchSize)
20 this.pass.NextBatch();
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;
31 if (passFloor.idx == passFloor.batchSize)
33 passFloor.NextBatch();
38 private void OnValidate()
40 this._offset = this.offset;
44 public Vector3 floorFix;