public override void PostLoad() { placingDraggableDimensions = 2; LongEventHandler.ExecuteWhenFinished(delegate { Shader shader = null; switch (edgeType) { case TerrainEdgeType.Hard: shader = ShaderDatabase.TerrainHard; break; case TerrainEdgeType.Fade: shader = ShaderDatabase.TerrainFade; break; case TerrainEdgeType.FadeRough: shader = ShaderDatabase.TerrainFadeRough; break; case TerrainEdgeType.Water: shader = ShaderDatabase.TerrainWater; break; } graphic = GraphicDatabase.Get <Graphic_Terrain>(texturePath, shader, Vector2.one, color, 2000 + renderPrecedence); if (shader == ShaderDatabase.TerrainFadeRough || shader == ShaderDatabase.TerrainWater) { graphic.MatSingle.SetTexture("_AlphaAddTex", TexGame.AlphaAddTex); } if (!waterDepthShader.NullOrEmpty()) { waterDepthMaterial = MaterialAllocator.Create(ShaderDatabase.LoadShader(waterDepthShader)); waterDepthMaterial.renderQueue = 2000 + renderPrecedence; waterDepthMaterial.SetTexture("_AlphaAddTex", TexGame.AlphaAddTex); if (waterDepthShaderParameters != null) { for (int j = 0; j < waterDepthShaderParameters.Count; j++) { waterDepthShaderParameters[j].Apply(waterDepthMaterial); } } } }); if (tools != null) { for (int i = 0; i < tools.Count; i++) { tools[i].id = i.ToString(); } } base.PostLoad(); }
public override void PostLoad() { this.placingDraggableDimensions = 2; LongEventHandler.ExecuteWhenFinished(delegate { Shader shader = null; switch (this.edgeType) { case TerrainDef.TerrainEdgeType.Hard: shader = ShaderDatabase.TerrainHard; break; case TerrainDef.TerrainEdgeType.Fade: shader = ShaderDatabase.TerrainFade; break; case TerrainDef.TerrainEdgeType.FadeRough: shader = ShaderDatabase.TerrainFadeRough; break; case TerrainDef.TerrainEdgeType.Water: shader = ShaderDatabase.TerrainWater; break; } this.graphic = GraphicDatabase.Get <Graphic_Terrain>(this.texturePath, shader, Vector2.one, this.color, 2000 + this.renderPrecedence); if (shader == ShaderDatabase.TerrainFadeRough || shader == ShaderDatabase.TerrainWater) { this.graphic.MatSingle.SetTexture("_AlphaAddTex", TexGame.AlphaAddTex); } if (!this.waterDepthShader.NullOrEmpty()) { this.waterDepthMaterial = new Material(ShaderDatabase.LoadShader(this.waterDepthShader)); this.waterDepthMaterial.renderQueue = 2000 + this.renderPrecedence; this.waterDepthMaterial.SetTexture("_AlphaAddTex", TexGame.AlphaAddTex); if (this.waterDepthShaderParameters != null) { for (int i = 0; i < this.waterDepthShaderParameters.Count; i++) { this.waterDepthMaterial.SetFloat(this.waterDepthShaderParameters[i].name, this.waterDepthShaderParameters[i].value); } } } }); base.PostLoad(); }
private void <PostLoad> m__0() { Shader shader = null; switch (this.edgeType) { case TerrainDef.TerrainEdgeType.Hard: shader = ShaderDatabase.TerrainHard; break; case TerrainDef.TerrainEdgeType.Fade: shader = ShaderDatabase.TerrainFade; break; case TerrainDef.TerrainEdgeType.FadeRough: shader = ShaderDatabase.TerrainFadeRough; break; case TerrainDef.TerrainEdgeType.Water: shader = ShaderDatabase.TerrainWater; break; } this.graphic = GraphicDatabase.Get <Graphic_Terrain>(this.texturePath, shader, Vector2.one, this.color, 2000 + this.renderPrecedence); if (shader == ShaderDatabase.TerrainFadeRough || shader == ShaderDatabase.TerrainWater) { this.graphic.MatSingle.SetTexture("_AlphaAddTex", TexGame.AlphaAddTex); } if (!this.waterDepthShader.NullOrEmpty()) { this.waterDepthMaterial = MaterialAllocator.Create(ShaderDatabase.LoadShader(this.waterDepthShader)); this.waterDepthMaterial.renderQueue = 2000 + this.renderPrecedence; this.waterDepthMaterial.SetTexture("_AlphaAddTex", TexGame.AlphaAddTex); if (this.waterDepthShaderParameters != null) { for (int i = 0; i < this.waterDepthShaderParameters.Count; i++) { this.waterDepthShaderParameters[i].Apply(this.waterDepthMaterial); } } } }