9 public override bool ForceAltHeldPosition
21 MeshPass meshPass = (this.hasSubPass &&
SubPassData.Current.enable) ? this.pass.subPass : this.pass;
22 MeshBatch meshBatch = meshPass.batches[meshPass.batchIdx];
23 int num = (p.tile > 0f) ? 1 : -1;
24 if (meshPass == this.pass.subPass)
26 meshBatch.colors[meshPass.idx] = p.color - 1572864f;
31 meshBatch.colors[meshPass.idx] = p.color;
32 meshBatch.matrices[meshPass.idx].m03 = p.x + this.offset.x * (float)num;
33 meshBatch.matrices[meshPass.idx].m13 = p.y + this.offset.y;
34 meshBatch.matrices[meshPass.idx].m23 = p.z + this.offset.z;
36 meshBatch.tiles[meshPass.idx] = p.tile + ((this.multiSize && flag) ? meshPass.pmesh.tiling.x : 0f) + (
float)(p.liquidLv * 10000 * num);
37 meshBatch.matColors[meshPass.idx] = p.matColor;
39 if (meshPass.idx == meshPass.batchSize)
42 meshBatch = meshPass.batches[meshPass.batchIdx];
44 if (this.multiSize && !flag)
46 meshBatch.tiles[meshPass.idx] = p.tile - meshPass.pmesh.tiling.x * (float)num;
47 meshBatch.matColors[meshPass.idx] = p.matColor;
48 if (meshPass == this.pass.subPass)
50 meshBatch.colors[meshPass.idx] = p.color - 1572864f;
51 meshBatch.matrices[meshPass.idx].SetTRS(p.NewVector3 +
this.offset +
new Vector3(0f, meshPass.pmesh.size.y *
SubPassData.Current.scale.y, 0f) +
SubPassData.Current.offset,
SubPassData.Current.rotation,
SubPassData.Current.scale);
55 meshBatch.colors[meshPass.idx] = p.color;
56 meshBatch.matrices[meshPass.idx].m03 = p.x + this.offset.x * (float)num;
57 meshBatch.matrices[meshPass.idx].m13 = p.y + this.offset.y + meshPass.pmesh.size.y;
58 meshBatch.matrices[meshPass.idx].m23 = p.z + this.offset.z +
RenderData.renderSetting.vFix.z;
61 if (meshPass.idx == meshPass.batchSize)
66 if (this.hasSnowPass && p.snow && meshPass ==
this.pass)
68 meshPass = this.pass.snowPass;
69 meshBatch = meshPass.batches[meshPass.batchIdx];
70 meshBatch.colors[meshPass.idx] = p.color;
71 meshBatch.matrices[meshPass.idx].m03 = p.x + this.offset.x * (float)num;
72 meshBatch.matrices[meshPass.idx].m13 = p.y + this.offset.y;
73 meshBatch.matrices[meshPass.idx].m23 = p.z + this.offset.z + this.snowZ;
74 meshBatch.tiles[meshPass.idx] = p.tile + ((this.multiSize && flag) ? meshPass.pmesh.tiling.x : 0f) + (
float)(p.liquidLv * 10000 * num);
75 meshBatch.matColors[meshPass.idx] = 104025f;
77 if (meshPass.idx == meshPass.batchSize)
80 meshBatch = meshPass.batches[meshPass.batchIdx];
82 if (this.multiSize && !flag)
84 meshBatch.tiles[meshPass.idx] = p.tile - meshPass.pmesh.tiling.x * (float)num;
85 meshBatch.matColors[meshPass.idx] = 104025f;
86 meshBatch.colors[meshPass.idx] = p.color;
87 meshBatch.matrices[meshPass.idx].m03 = p.x + this.offset.x * (float)num;
88 meshBatch.matrices[meshPass.idx].m13 = p.y + this.offset.y + meshPass.pmesh.size.y;
89 meshBatch.matrices[meshPass.idx].m23 = p.z + this.offset.z + RenderData.renderSetting.vFix.z + this.snowZ;
91 if (meshPass.idx == meshPass.batchSize)
100 private void OnValidate()
102 this._offset = this.offset;