public override void Print(SectionLayer layer) { Plant plant = this.Plant; if (plant != null) { PlantUtility.SetWindExposureColors(Blight.workingColors, plant); } else { Blight.workingColors[0].a = (Blight.workingColors[1].a = (Blight.workingColors[2].a = (Blight.workingColors[3].a = 0))); } float num = Blight.SizeRange.LerpThroughRange(this.severity); if (plant != null) { float a = plant.Graphic.drawSize.x * plant.def.plant.visualSizeRange.LerpThroughRange(plant.Growth); num *= Mathf.Min(a, 1f); } num = Mathf.Clamp(num, 0.5f, 0.9f); Vector3 center = this.TrueCenter(); Vector2 size = this.def.graphic.drawSize * num; Material mat = this.Graphic.MatAt(base.Rotation, this); Color32[] colors = Blight.workingColors; Printer_Plane.PrintPlane(layer, center, size, mat, 0f, false, null, colors, 0.1f, 0f); }
public override void Print(SectionLayer layer) { Vector3 trueCenter = this.TrueCenter(); Rand.PushState(); Rand.Seed = Position.GetHashCode(); //So our random generator makes the same numbers every time //Determine how many meshes to print int meshCount = Mathf.CeilToInt(growthInt * def.plant.maxMeshCount); if (meshCount < 1) { meshCount = 1; } //Determine plane size float size = def.plant.visualSizeRange.LerpThroughRange(growthInt); float graphicSize = def.graphicData.drawSize.x * size; //Plants don't support non-square drawSizes //Shuffle up the position indices and place meshes at them //We do this to get even mesh placement by placing them roughly on a grid Vector3 adjustedCenter = Vector3.zero; int meshesYielded = 0; var posIndexList = PlantPosIndices.GetPositionIndices(this); bool clampedBottomToCellBottom = false; for (int i = 0; i < posIndexList.Length; i++) { int posIndex = posIndexList[i]; //Determine center position if (def.plant.maxMeshCount == 1) { //Determine random local position variance const float PositionVariance = 0.05f; adjustedCenter = trueCenter + Gen.RandomHorizontalVector(PositionVariance); //Clamp bottom of plant to square bottom //So tall plants grow upward float squareBottom = Position.z; if (adjustedCenter.z - size / 2f < squareBottom) { adjustedCenter.z = squareBottom + size / 2f; clampedBottomToCellBottom = true; } } else { //Grid width is the square root of max mesh count int gridWidth = 1; switch (def.plant.maxMeshCount) { case 1: gridWidth = 1; break; case 4: gridWidth = 2; break; case 9: gridWidth = 3; break; case 16: gridWidth = 4; break; case 25: gridWidth = 5; break; default: Log.Error(def + " must have plant.MaxMeshCount that is a perfect square."); break; } float gridSpacing = 1f / gridWidth; //This works out to give half-spacings around the edges adjustedCenter = Position.ToVector3(); //unshifted adjustedCenter.y = def.Altitude; //Set altitude //Place this mesh at its randomized position on the submesh grid adjustedCenter.x += 0.5f * gridSpacing; adjustedCenter.z += 0.5f * gridSpacing; int xInd = posIndex / gridWidth; int zInd = posIndex % gridWidth; adjustedCenter.x += xInd * gridSpacing; adjustedCenter.z += zInd * gridSpacing; //Add a random offset float gridPosRandomness = gridSpacing * GridPosRandomnessFactor; adjustedCenter += Gen.RandomHorizontalVector(gridPosRandomness); } //Randomize horizontal flip bool flipped = Rand.Bool; //Randomize material var mat = Graphic.MatSingle; //Pulls a random material //Set wind exposure value at each vertex by setting vertex color PlantUtility.SetWindExposureColors(workingColors, this); var planeSize = new Vector2(graphicSize, graphicSize); Printer_Plane.PrintPlane(layer, adjustedCenter, planeSize, mat, flipUv: flipped, colors: workingColors, topVerticesAltitudeBias: TopVerticesAltitudeBias, // need to beat walls corner filler (so trees don't get cut by mountains) uvzPayload: Gen.HashOffset(this) % 1024); meshesYielded++; if (meshesYielded >= meshCount) { break; } } if (def.graphicData.shadowData != null) { //Start with a standard shadow center var shadowCenter = trueCenter + def.graphicData.shadowData.offset * size; //Clamp center of shadow to cell bottom if (clampedBottomToCellBottom) { shadowCenter.z = Position.ToVector3Shifted().z + def.graphicData.shadowData.offset.z; } shadowCenter.y -= Altitudes.AltInc; var shadowVolume = def.graphicData.shadowData.volume * size; Printer_Shadow.PrintShadow(layer, shadowCenter, shadowVolume, Rot4.North); } Rand.PopState(); }
public override void Print(SectionLayer layer) { Vector3 a = this.TrueCenter(); Rand.PushState(); Rand.Seed = base.Position.GetHashCode(); int num = Mathf.CeilToInt(this.growthInt * (float)this.def.plant.maxMeshCount); if (num < 1) { num = 1; } float num2 = this.def.plant.visualSizeRange.LerpThroughRange(this.growthInt); float num3 = this.def.graphicData.drawSize.x * num2; Vector3 vector = Vector3.zero; int num4 = 0; int[] positionIndices = PlantPosIndices.GetPositionIndices(this); bool flag = false; for (int i = 0; i < positionIndices.Length; i++) { int num5 = positionIndices[i]; if (this.def.plant.maxMeshCount == 1) { vector = a + Gen.RandomHorizontalVector(0.05f); float num6 = (float)base.Position.z; if (vector.z - num2 / 2f < num6) { vector.z = num6 + num2 / 2f; flag = true; } } else { int num7 = 1; int maxMeshCount = this.def.plant.maxMeshCount; switch (maxMeshCount) { case 1: num7 = 1; goto IL_19F; case 2: case 3: IL_13C: if (maxMeshCount == 9) { num7 = 3; goto IL_19F; } if (maxMeshCount == 16) { num7 = 4; goto IL_19F; } if (maxMeshCount != 25) { Log.Error(this.def + " must have plant.MaxMeshCount that is a perfect square.", false); goto IL_19F; } num7 = 5; goto IL_19F; case 4: num7 = 2; goto IL_19F; } goto IL_13C; IL_19F: float num8 = 1f / (float)num7; vector = base.Position.ToVector3(); vector.y = this.def.Altitude; vector.x += 0.5f * num8; vector.z += 0.5f * num8; int num9 = num5 / num7; int num10 = num5 % num7; vector.x += (float)num9 * num8; vector.z += (float)num10 * num8; float max = num8 * 0.3f; vector += Gen.RandomHorizontalVector(max); } bool @bool = Rand.Bool; Material matSingle = this.Graphic.MatSingle; PlantUtility.SetWindExposureColors(Plant.workingColors, this); Vector2 vector2 = new Vector2(num3, num3); Vector3 center = vector; Vector2 size = vector2; Material mat = matSingle; bool flipUv = @bool; Printer_Plane.PrintPlane(layer, center, size, mat, 0f, flipUv, null, Plant.workingColors, 0.1f, (float)(this.HashOffset() % 1024)); num4++; if (num4 >= num) { break; } } if (this.def.graphicData.shadowData != null) { Vector3 center2 = a + this.def.graphicData.shadowData.offset * num2; if (flag) { center2.z = base.Position.ToVector3Shifted().z + this.def.graphicData.shadowData.offset.z; } center2.y -= 0.046875f; Vector3 volume = this.def.graphicData.shadowData.volume * num2; Printer_Shadow.PrintShadow(layer, center2, volume, Rot4.North); } Rand.PopState(); }
public override void Print(SectionLayer layer) { Vector3 a = this.TrueCenter(); Rand.PushState(); Rand.Seed = base.Position.GetHashCode(); int num = Mathf.CeilToInt(growthInt * (float)def.plant.maxMeshCount); if (num < 1) { num = 1; } float num2 = def.plant.visualSizeRange.LerpThroughRange(growthInt); float num3 = def.graphicData.drawSize.x * num2; Vector3 center = Vector3.zero; int num4 = 0; int[] positionIndices = PlantPosIndices.GetPositionIndices(this); bool flag = false; foreach (int num5 in positionIndices) { if (def.plant.maxMeshCount == 1) { center = a + Gen.RandomHorizontalVector(0.05f); float num6 = base.Position.z; if (center.z - num2 / 2f < num6) { center.z = num6 + num2 / 2f; flag = true; } } else { int num7 = 1; switch (def.plant.maxMeshCount) { case 1: num7 = 1; break; case 4: num7 = 2; break; case 9: num7 = 3; break; case 16: num7 = 4; break; case 25: num7 = 5; break; default: Log.Error(def + " must have plant.MaxMeshCount that is a perfect square."); break; } float num8 = 1f / (float)num7; center = base.Position.ToVector3(); center.y = def.Altitude; center.x += 0.5f * num8; center.z += 0.5f * num8; int num9 = num5 / num7; int num10 = num5 % num7; center.x += (float)num9 * num8; center.z += (float)num10 * num8; float max = num8 * 0.3f; center += Gen.RandomHorizontalVector(max); } bool @bool = Rand.Bool; Material matSingle = Graphic.MatSingle; PlantUtility.SetWindExposureColors(workingColors, this); Printer_Plane.PrintPlane(size: new Vector2(num3, num3), layer: layer, center: center, mat: matSingle, rot: 0f, flipUv: @bool, uvs: null, colors: workingColors, topVerticesAltitudeBias: 0.1f, uvzPayload: this.HashOffset() % 1024); num4++; if (num4 >= num) { break; } } if (def.graphicData.shadowData != null) { Vector3 center2 = a + def.graphicData.shadowData.offset * num2; if (flag) { center2.z = base.Position.ToVector3Shifted().z + def.graphicData.shadowData.offset.z; } center2.y -= 0.0454545468f; Vector3 volume = def.graphicData.shadowData.volume * num2; Printer_Shadow.PrintShadow(layer, center2, volume, Rot4.North); } Rand.PopState(); }