public override void DoPostConfigurePreview(BuildingDef def, GameObject go) { LightShapePreview lightShapePreview = go.AddComponent<LightShapePreview>(); lightShapePreview.lux = 1800; lightShapePreview.radius = 9f; lightShapePreview.shape = LightShape.Cone; }
public override void DoPostConfigurePreview(BuildingDef def, GameObject go) { LightShapePreview lightShapePreview = go.AddComponent <LightShapePreview>(); lightShapePreview.lux = 0; lightShapePreview.radius = 8f; lightShapePreview.shape = LightShape.Circle; lightShapePreview.offset = new CellOffset((int)def.BuildingComplete.GetComponent <Light2D>().Offset.x, (int)def.BuildingComplete.GetComponent <Light2D>().Offset.y); }
/// <summary> /// Applied to LightShapePreview to properly attribute lighting sources. /// </summary> private static void LightShapePreview_Update_Prefix(LightShapePreview __instance) { var lm = PLightManager.Instance; if (lm != null) { lm.CallingObject = __instance.gameObject; } }
public override void DoPostConfigurePreview(BuildingDef def, GameObject go) { AddVisualizer(go, movable: true); LightShapePreview lightShapePreview = go.AddComponent <LightShapePreview>(); lightShapePreview.lux = Mod.Settings.CeilingLampLux; lightShapePreview.radius = 8f; lightShapePreview.shape = LightShape.Cone; }
public override void DoPostConfigurePreview(BuildingDef def, GameObject go) { LightShapePreview lightShapePreview = go.AddComponent <LightShapePreview>(); lightShapePreview.lux = MyConst.Light; lightShapePreview.radius = MyConst.Radius; lightShapePreview.shape = LightShape.Circle; }
public override void DoPostConfigurePreview(BuildingDef def, GameObject go) { LightShapePreview lightShapePreview = go.AddComponent <LightShapePreview>(); lightShapePreview.lux = 1000; lightShapePreview.radius = 4f; lightShapePreview.shape = LightShape.Circle; LightShapePreview lightShapePreview2 = lightShapePreview; Vector2 offset = def.BuildingComplete.GetComponent <Light2D>().Offset; int x = (int)offset.x; Vector2 offset2 = def.BuildingComplete.GetComponent <Light2D>().Offset; lightShapePreview2.offset = new CellOffset(x, (int)offset2.y); }