public void DrawWorkerAnimated(Vector3 loc, Rot4 rot, int index, float extraRotation, bool rotatePoints = false) { Mesh mesh = MeshAt(rot); Vector3 newLoc = loc; Quaternion quaternion = QuatFromRot(rot); if (extraRotation != 0f) { quaternion *= Quaternion.Euler(Vector3.up * extraRotation); } Vector3 offset = DrawOffset(rot); if (rotatePoints && extraRotation != 0) { offset = Ext_Math.RotatePoint(offset, Vector3.zero, extraRotation); } newLoc += offset; Material mat = SubGraphicForIndex(index).MatSingle; DrawMeshInt(mesh, newLoc, quaternion, mat); if (ShadowGraphic != null) { ShadowGraphic.DrawWorker(newLoc, rot, null, null, extraRotation); } }
public virtual void Print(SectionLayer layer, Thing thing) { Vector2 size; bool flag; if (ShouldDrawRotated) { size = drawSize; flag = false; } else { size = (thing.Rotation.IsHorizontal ? drawSize.Rotated() : drawSize); flag = ((thing.Rotation == Rot4.West && WestFlipped) || (thing.Rotation == Rot4.East && EastFlipped)); } float num = AngleFromRot(thing.Rotation); if (flag && data != null) { num += data.flipExtraRotation; } Vector3 center = thing.TrueCenter() + DrawOffset(thing.Rotation); Printer_Plane.PrintPlane(layer, center, size, MatAt(thing.Rotation, thing), num, flag); if (ShadowGraphic != null && thing != null) { ShadowGraphic.Print(layer, thing); } }
public override void DrawWorker(Vector3 loc, Rot4 rot, ThingDef thingDef, Thing thing, float extraRotation) { if (baseData == null) { base.DrawWorker(loc, rot, thingDef, thing, extraRotation); return; } var useFrontBase = !thing.Rotation.IsHorizontal; var baseOffset = new Vector3(baseData.baseOffset.x, 0, baseData.baseOffset.y - (thing.RotatedSize.z - 1) / 2f); var baseMat = useFrontBase ? baseMatFront : baseMatSide; var baseMesh = MeshPool.GridPlane(new Vector2(thing.RotatedSize.x, 1)); Graphics.DrawMesh(baseMesh, loc + baseOffset, Quaternion.identity, baseMat, 0); var mesh = MeshAt(rot); var rotation = QuatFromRot(rot); var material = MatAt(rot, thing); Graphics.DrawMesh(mesh, loc, rotation, material, 0); if (ShadowGraphic != null) { ShadowGraphic.DrawWorker(loc, rot, thingDef, thing, extraRotation); } }
public virtual void DrawWorker(Vector3 loc, Rot4 rot, ThingDef thingDef, Thing thing, float extraRotation) { Mesh mesh = MeshAt(rot); Quaternion quat = QuatFromRot(rot); if (extraRotation != 0f) { quat *= Quaternion.Euler(Vector3.up * extraRotation); } loc += DrawOffset(rot); Material mat = MatAt(rot, thing); DrawMeshInt(mesh, loc, quat, mat); if (ShadowGraphic != null) { ShadowGraphic.DrawWorker(loc, rot, thingDef, thing, extraRotation); } }
public override void DrawWorker(Vector3 loc, Rot4 rot, ThingDef thingDef, Thing thing, float extraRotation) { var blob = (Building_FoamBlob)thing; var scaleMultiplier = blob.spriteScaleMultiplier; var meshScale = new Vector2(drawSize.x * scaleMultiplier.x, drawSize.y * scaleMultiplier.y); Material material = thing.Graphic.MatAt(thing.Rotation, thing); Matrix4x4 matrix = default(Matrix4x4); var drawPos = thing.DrawPos; var customAltitude = Altitudes.AltitudeFor(thing.def.altitudeLayer) + Altitudes.AltInc * (thing.Map.Size.z - thing.Position.z); matrix.SetTRS(new Vector3(drawPos.x, customAltitude, drawPos.z), rot.AsQuat, new Vector3(meshScale.x, 0, meshScale.y)); Graphics.DrawMesh(MeshPool.plane10, matrix, material, 0); if (ShadowGraphic != null) { ShadowGraphic.DrawWorker(thing.Position.ToVector3(), thing.Rotation, thing.def, thing, extraRotation); } }