private static Material MatFromColorPct(float colorPct, bool transparent) { int num = Mathf.RoundToInt(colorPct * 100f); num = GenMath.PositiveMod(num, 100); return(DebugMatsSpectrum.Mat(num, transparent)); }
private static Material MatFromColorPct(float colorPct, bool transparent) { int x = Mathf.RoundToInt((float)(colorPct * 100.0)); x = GenMath.PositiveMod(x, 100); return(DebugMatsSpectrum.Mat(x, transparent)); }
public Color GetCellExtraColor(int index) { IntVec3 c = map.cellIndices.IndexToCell(index); int num = CountAt(c); ThingDef thingDef = ThingDefAt(c); return(DebugMatsSpectrum.Mat(Mathf.RoundToInt((float)num / (float)thingDef.deepCountPerCell / 2f * 100f) % 100, transparent: true).color); }
public Color GetCellExtraColor(int index) { IntVec3 c = this.map.cellIndices.IndexToCell(index); int num = this.CountAt(c); ThingDef thingDef = this.ThingDefAt(c); float num2 = (float)num / (float)thingDef.deepCountPerCell / 2f; int num3 = Mathf.RoundToInt(num2 * 100f); num3 %= 100; return(DebugMatsSpectrum.Mat(num3, true).color); }
private static Material MatFromColorPct(float colorPct, bool transparent) { return(DebugMatsSpectrum.Mat(GenMath.PositiveMod(Mathf.RoundToInt(colorPct * 100f), 100), transparent)); }