private static void Prefix(ProcGenGame.Border __instance) { if (__instance.element == ProcGen.SettingsCache.borders["impenetrable"]) { __instance.width = SizeNotIncludedOptions.Instance.NeutroniumBorder(__instance); } else { __instance.width = SizeNotIncludedOptions.Instance.BiomeBorder(__instance); } }
// smaller biome border so it doesn't take up most of the map public float BiomeBorder(ProcGenGame.Border __instance) { switch (MapType) { case SizeNotIncludedMapType.Smallest: case SizeNotIncludedMapType.Small: case SizeNotIncludedMapType.Medium: case SizeNotIncludedMapType.SmallestTall: case SizeNotIncludedMapType.SmallTall: case SizeNotIncludedMapType.MediumTall: return(0.5f); } return(__instance.width); }
private static void Prefix(ProcGenGame.Border __instance) { __instance.width = 0.5f; }