Esempio n. 1
0
        public override void TickOverlay(Map map)
        {
            if (curWeather != map.weatherManager.curWeather)
            {
                curWeather = map.weatherManager.curWeather;
                var extension = curWeather.GetModExtension <WeatherOverlayExtensionTwo>();
                if (extension != null)
                {
                    worldOverlayPanSpeed1 = extension.worldOverlayPanSpeed1;
                    worldPanDir1          = extension.worldPanDir1;
                    worldPanDir1.Normalize();
                    worldOverlayPanSpeed2 = extension.worldOverlayPanSpeed2;
                    worldPanDir2          = extension.worldPanDir2;
                    worldPanDir2.Normalize();
                    worldOverlayMat = MaterialPool.MatFrom(extension.overlayPath);
                    var mat = MatLoader.LoadMat(extension.copyPropertiesFrom);
                    worldOverlayMat.CopyPropertiesFromMaterial(mat);
                    worldOverlayMat.shader = mat.shader;
                    var texture = ContentFinder <Texture2D> .Get(extension.overlayPath);

                    worldOverlayMat.SetTexture("_MainTex", texture);
                    worldOverlayMat.SetTexture("_MainTex2", texture);
                }
            }
            base.TickOverlay(map);
        }
Esempio n. 2
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 public override void TickOverlay(Map map)
 {
     if (worldOverlayMat == null)
     {
         worldOverlayMat = MaterialPool.MatFrom("Weather/BlizzardWorldOverlay");
         worldOverlayMat.CopyPropertiesFromMaterial(MatLoader.LoadMat("Weather/SnowOverlayWorld"));
         worldOverlayMat.shader = MatLoader.LoadMat("Weather/SnowOverlayWorld").shader;
         worldOverlayMat.SetTexture("_MainTex", ContentFinder <Texture2D> .Get("Weather/BlizzardWorldOverlay"));
         worldOverlayMat.SetTexture("_MainTex2", ContentFinder <Texture2D> .Get("Weather/BlizzardWorldOverlay"));
         //this.worldOverlayMat.SetColor("_TuningColor", new Color(1, 1, 1, 1)); //0.2720588f, 0.2720588f, 0.2720588f, 0.05882353f));
     }
     base.TickOverlay(map);
 }
Esempio n. 3
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 static WeatherOverlay_BlueSnow()
 {
     WeatherOverlay_BlueSnow.SnowOverlayWorld = MatLoader.LoadMat("Weather/SnowOverlayWorld", -1);
 }
 static WorldMaterials()
 {
     WorldTerrain           = MatLoader.LoadMat("World/WorldTerrain", 3500);
     WorldIce               = MatLoader.LoadMat("World/WorldIce", 3500);
     WorldOcean             = MatLoader.LoadMat("World/WorldOcean", 3500);
     UngeneratedPlanetParts = MatLoader.LoadMat("World/UngeneratedPlanetParts", 3500);
     Rivers                   = MatLoader.LoadMat("World/Rivers", 3530);
     RiversBorder             = MatLoader.LoadMat("World/RiversBorder", 3520);
     Roads                    = MatLoader.LoadMat("World/Roads", 3540);
     DebugTileRenderQueue     = 3510;
     WorldObjectRenderQueue   = 3550;
     WorldLineRenderQueue     = 3590;
     DynamicObjectRenderQueue = 3600;
     FeatureNameRenderQueue   = 3610;
     MouseTile                = MaterialPool.MatFrom("World/MouseTile", ShaderDatabase.WorldOverlayAdditive, 3560);
     SelectedTile             = MaterialPool.MatFrom("World/SelectedTile", ShaderDatabase.WorldOverlayAdditive, 3560);
     CurrentMapTile           = MaterialPool.MatFrom("World/CurrentMapTile", ShaderDatabase.WorldOverlayTransparent, 3560);
     Stars                    = MatLoader.LoadMat("World/Stars");
     Sun                   = MatLoader.LoadMat("World/Sun");
     PlanetGlow            = MatLoader.LoadMat("World/PlanetGlow");
     SmallHills            = MaterialPool.MatFrom("World/Hills/SmallHills", ShaderDatabase.WorldOverlayTransparentLit, 3510);
     LargeHills            = MaterialPool.MatFrom("World/Hills/LargeHills", ShaderDatabase.WorldOverlayTransparentLit, 3510);
     Mountains             = MaterialPool.MatFrom("World/Hills/Mountains", ShaderDatabase.WorldOverlayTransparentLit, 3510);
     ImpassableMountains   = MaterialPool.MatFrom("World/Hills/Impassable", ShaderDatabase.WorldOverlayTransparentLit, 3510);
     VertexColor           = MatLoader.LoadMat("World/WorldVertexColor");
     TargetSquareMatSingle = MaterialPool.MatFrom("UI/Overlays/TargetHighlight_Square", ShaderDatabase.Transparent, 3560);
     NumMatsPerMode        = 50;
     OverlayModeMatOcean   = SolidColorMaterials.NewSolidColorMaterial(new Color(0.09f, 0.18f, 0.2f), ShaderDatabase.Transparent);
     FertilitySpectrum     = new Color[2]
     {
         new Color(0f, 1f, 0f, 0f),
         new Color(0f, 1f, 0f, 0.5f)
     };
     TemperatureSpectrum = new Color[8]
     {
         new Color(1f, 1f, 1f),
         new Color(0f, 0f, 1f),
         new Color(0.25f, 0.25f, 1f),
         new Color(0.6f, 0.6f, 1f),
         new Color(0.5f, 0.5f, 0.5f),
         new Color(0.5f, 0.3f, 0f),
         new Color(1f, 0.6f, 0.18f),
         new Color(1f, 0f, 0f)
     };
     ElevationSpectrum = new Color[4]
     {
         new Color(0.224f, 0.18f, 0.15f),
         new Color(0.447f, 0.369f, 0.298f),
         new Color(0.6f, 0.6f, 0.6f),
         new Color(1f, 1f, 1f)
     };
     RainfallSpectrum = new Color[12]
     {
         new Color(0.9f, 0.9f, 0.9f),
         GenColor.FromBytes(190, 190, 190),
         new Color(0.58f, 0.58f, 0.58f),
         GenColor.FromBytes(196, 112, 110),
         GenColor.FromBytes(200, 179, 150),
         GenColor.FromBytes(255, 199, 117),
         GenColor.FromBytes(255, 255, 84),
         GenColor.FromBytes(145, 255, 253),
         GenColor.FromBytes(0, 255, 0),
         GenColor.FromBytes(63, 198, 55),
         GenColor.FromBytes(13, 150, 5),
         GenColor.FromBytes(5, 112, 94)
     };
     GenerateMats(ref matsFertility, FertilitySpectrum, NumMatsPerMode);
     GenerateMats(ref matsTemperature, TemperatureSpectrum, NumMatsPerMode);
     GenerateMats(ref matsElevation, ElevationSpectrum, NumMatsPerMode);
     GenerateMats(ref matsRainfall, RainfallSpectrum, NumMatsPerMode);
 }
Esempio n. 5
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 static WeatherOverlay_DustStormHeavy()
 {
     WeatherOverlay_DustStormHeavy.material = new Material(MatLoader.LoadMat("Weather/SnowOverlayWorld"));
 }