private void SetGlowGridFromDist(int index) { float num = (float)calcGrid[index].intDist / 100f; ColorInt colorInt = default(ColorInt); if (num <= glower.Props.glowRadius) { float b = 1f / (num * num); float b2 = Mathf.Lerp(1f + attenLinearSlope * num, b, 0.4f); colorInt = glower.Props.glowColor * b2; colorInt.a = 0; } if (colorInt.r > 0 || colorInt.g > 0 || colorInt.b > 0) { colorInt.ClampToNonNegative(); ColorInt colorInt2 = glowGrid[index].AsColorInt(); colorInt2 += colorInt; if (num < glower.Props.overlightRadius) { colorInt2.a = 1; } Color32 toColor = colorInt2.ToColor32; glowGrid[index] = toColor; } }
private void SetGlowGridFromDist(int index) { float num = (float)this.calcGrid[index].intDist / 100f; ColorInt colB = default(ColorInt); if (num <= this.glower.Props.glowRadius) { float b = 1f / (num * num); float a = 1f + this.attenLinearSlope * num; float b2 = Mathf.Lerp(a, b, 0.4f); colB = this.glower.Props.glowColor * b2; } if (colB.r > 0 || colB.g > 0 || colB.b > 0) { colB.ClampToNonNegative(); ColorInt colA = this.glowGrid[index].AsColorInt(); colA += colB; if (num < this.glower.Props.overlightRadius) { colA.a = 1; } Color32 toColor = colA.ToColor32; this.glowGrid[index] = toColor; } }