public static void GenerateMesh(SectionLayer __instance)
        {
            if (__instance.GetType().Name != "SectionLayer_Terrain")
            {
                return;
            }

            Section section = __instance.GetType().GetField("section", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic).GetValue(__instance) as Section;

            foreach (IntVec3 cell in section.CellRect.Cells)
            {
                TerrainDef terrain1 = section.map.terrainGrid.TerrainAt(cell);
                if (terrain1.defName == "HardVacuum")
                {
                    Printer_Mesh.PrintMesh(__instance, cell.ToVector3() + new Vector3(0.5f, 0f, 0.5f), MeshMakerPlanes.NewPlaneMesh(1f), RenderPlanetBehindMap.PlanetMaterial);
                }
            }
        }
        public override void Print(SectionLayer layer, Thing thing, float extraRotation)
        {
            base.Print(layer, thing, extraRotation);
            var position = thing.Position;

            for (var i = 0; i < 4; i++)
            {
                var c = thing.Position + GenAdj.DiagonalDirectionsAround[i];
                if (ShouldLinkWith(c, thing))
                {
                    continue;
                }

                var unused = thing.DrawPos +
                             (GenAdj.DiagonalDirectionsAround[i].ToVector3().normalized *coverOffsetDist);
                if (CheckLinkedFourWays(position, thing, i))
                {
                    Printer_Mesh.PrintMesh(layer, default, GetCornerMesh(compUVs[i], i), cornerMat);
Exemple #3
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        public override void Print(SectionLayer layer, Thing thing)
        {
            base.Print(layer, thing);
            IntVec3 position = thing.Position;

            for (int i = 0; i < 4; i++)
            {
                IntVec3 c = thing.Position + GenAdj.DiagonalDirectionsAround[i];
                if (!this.ShouldLinkWith(c, thing))
                {
                    Vector3 center = thing.DrawPos + GenAdj.DiagonalDirectionsAround[i].ToVector3().normalized *this.coverOffsetDist;
                    if (this.CheckLinkedFourWays(position, thing, i))
                    {
                        Printer_Mesh.PrintMesh(layer, center, this.GetCornerMesh(compUVs[i], i), this.cornerMat);
                    }
                }
            }
        }