public static void InitStart(InitParams initParams) { mod = initParams.Mod; gameobjectDistantTerrain = new GameObject("DistantTerrain"); componentDistantTerrain = gameobjectDistantTerrain.AddComponent <DistantTerrain>(); ModSettings settings = mod.GetSettings(); shaderDistantTerrainTilemap = mod.GetAsset <Shader>("Shaders/DistantTerrainTilemap.shader"); shaderBillboardBatchFaded = mod.GetAsset <Shader>("Shaders/DaggerfallBillboardBatchFaded.shader"); shaderTransitionRingTilemap = mod.GetAsset <Shader>("Shaders/TransitionRingTilemap.shader"); shaderTransitionRingTilemapTextureArray = mod.GetAsset <Shader>("Shaders/TransitionRingTilemapTextureArray.shader"); enableTerrainTransition = settings.GetValue <bool>("GeneralSettings", "TerrainTransition"); enableFadeIntoSkybox = settings.GetValue <bool>("GeneralSettings", "FadeIntoSkybox"); enableSeaReflections = settings.GetValue <bool>("GeneralSettings", "SeaReflections"); enableImprovedTerrain = settings.GetValue <bool>("ImprovedTerrainSettings", "EnableImprovedTerrain"); indicateLocations = settings.GetValue <bool>("ImprovedTerrainSettings", "IndicateLocations"); componentDistantTerrain.EnableTerrainTransition = enableTerrainTransition; componentDistantTerrain.EnableFadeIntoSkybox = enableFadeIntoSkybox; componentDistantTerrain.EnableSeaReflections = enableSeaReflections; componentDistantTerrain.EnableImprovedTerrain = enableImprovedTerrain; componentDistantTerrain.IndicateLocations = indicateLocations; componentDistantTerrain.ShaderDistantTerrainTilemap = shaderDistantTerrainTilemap; componentDistantTerrain.ShaderBillboardBatchFaded = shaderBillboardBatchFaded; componentDistantTerrain.ShaderTransitionRingTilemap = shaderTransitionRingTilemap; componentDistantTerrain.ShaderTransitionRingTilemapTextureArray = shaderTransitionRingTilemapTextureArray; }
public static void initMod() { gameobjectDistantTerrain = new GameObject("DistantTerrain"); componentDistantTerrain = gameobjectDistantTerrain.AddComponent <DistantTerrain>(); componentDistantTerrain.EnableTerrainTransition = enableTerrainTransition; componentDistantTerrain.EnableFadeIntoSkybox = enableFadeIntoSkybox; componentDistantTerrain.EnableSeaReflections = enableSeaReflections; componentDistantTerrain.EnableImprovedTerrain = enableImprovedTerrain; componentDistantTerrain.IndicateLocations = indicateLocations; componentDistantTerrain.ShaderDistantTerrainTilemap = shaderDistantTerrainTilemap; componentDistantTerrain.ShaderBillboardBatchFaded = shaderBillboardBatchFaded; componentDistantTerrain.ShaderTransitionRingTilemap = shaderTransitionRingTilemap; componentDistantTerrain.ShaderTransitionRingTilemapTextureArray = shaderTransitionRingTilemapTextureArray; }