public override void Print(SectionLayer layer, Thing thing) { Material mat = LinkedDrawMatFrom(thing, thing.Position); Printer_Plane.PrintPlane(layer, thing.TrueCenter(), new Vector2(1f, 1f), mat); }
public virtual void Print(SectionLayer layer) { Graphic.Print(layer, this); }
public virtual void PostPrintOnto(SectionLayer layer) { }
public virtual void CompPrintForPowerGrid(SectionLayer layer) { }
public void PrintOnto(SectionLayer layer) { Printer_Plane.PrintPlane(layer, this.loc, Vector2.one * this.size, this.def.mat, this.rotation, false, null, null, 0.01f); }
public void PrintOnto(SectionLayer layer) { Printer_Plane.PrintPlane(layer, loc, Vector2.one * size, def.mat, rotation); }
public static void PrintShadow(SectionLayer layer, Vector3 center, Vector3 volume, Rot4 rotation) { if (!DebugViewSettings.drawShadows) { return; } LayerSubMesh subMesh = layer.GetSubMesh(MatBases.SunShadowFade); Color32 item = new Color32(255, 0, 0, (byte)Mathf.Min(255f * (volume.y + Printer_Shadow.GlobalShadowSizeOffsetY), 255f)); Vector3 vector = (volume + new Vector3(Printer_Shadow.GlobalShadowSizeOffsetX, 0f, Printer_Shadow.GlobalShadowSizeOffsetZ)).RotatedBy(rotation).Abs() / 2f; float x = center.x; float z = center.z; int count = subMesh.verts.Count; subMesh.verts.Add(new Vector3(x - vector.x, 0f, z - vector.z)); subMesh.verts.Add(new Vector3(x - vector.x, 0f, z + vector.z)); subMesh.verts.Add(new Vector3(x + vector.x, 0f, z + vector.z)); subMesh.verts.Add(new Vector3(x + vector.x, 0f, z - vector.z)); subMesh.colors.Add(Printer_Shadow.LowVertexColor); subMesh.colors.Add(Printer_Shadow.LowVertexColor); subMesh.colors.Add(Printer_Shadow.LowVertexColor); subMesh.colors.Add(Printer_Shadow.LowVertexColor); subMesh.tris.Add(count); subMesh.tris.Add(count + 1); subMesh.tris.Add(count + 2); subMesh.tris.Add(count); subMesh.tris.Add(count + 2); subMesh.tris.Add(count + 3); int count2 = subMesh.verts.Count; subMesh.verts.Add(new Vector3(x - vector.x, 0f, z - vector.z)); subMesh.verts.Add(new Vector3(x - vector.x, 0f, z + vector.z)); subMesh.colors.Add(item); subMesh.colors.Add(item); subMesh.tris.Add(count); subMesh.tris.Add(count2); subMesh.tris.Add(count2 + 1); subMesh.tris.Add(count); subMesh.tris.Add(count2 + 1); subMesh.tris.Add(count + 1); int count3 = subMesh.verts.Count; subMesh.verts.Add(new Vector3(x + vector.x, 0f, z + vector.z)); subMesh.verts.Add(new Vector3(x + vector.x, 0f, z - vector.z)); subMesh.colors.Add(item); subMesh.colors.Add(item); subMesh.tris.Add(count + 2); subMesh.tris.Add(count3); subMesh.tris.Add(count3 + 1); subMesh.tris.Add(count3 + 1); subMesh.tris.Add(count + 3); subMesh.tris.Add(count + 2); int count4 = subMesh.verts.Count; subMesh.verts.Add(new Vector3(x - vector.x, 0f, z - vector.z)); subMesh.verts.Add(new Vector3(x + vector.x, 0f, z - vector.z)); subMesh.colors.Add(item); subMesh.colors.Add(item); subMesh.tris.Add(count); subMesh.tris.Add(count + 3); subMesh.tris.Add(count4); subMesh.tris.Add(count + 3); subMesh.tris.Add(count4 + 1); subMesh.tris.Add(count4); }
public static void PrintShadow(SectionLayer layer, Vector3 center, ShadowData shadow, Rot4 rotation) { Printer_Shadow.PrintShadow(layer, center, shadow.volume, rotation); }
internal bool <> m__0(SectionLayer sect) { return(sect.GetType() == this.type); }