private void Awake() { this.randSeed = -1; this.maxRain = 31; this.nf_BbgRainFlag = (Int32)FF9StateSystem.Common.FF9.btl_rain; if (this.nf_BbgRainFlag > this.maxRain) { this.nf_BbgRainFlag = this.maxRain; } this.mat = ShadersLoader.CreateShaderMaterial("SPS/SPSRain"); }
public void Init() { this.attr = 1; this.arate = 15; this.fade = 128; this.refNo = -1; this.charNo = -1; this.boneNo = 0; this.lastFrame = -1; this.curFrame = 0; this.frameCount = 0; this.frameRate = 16; this.pos = Vector3.zero; this.scale = 4096; this.rot = Vector3.zero; this.rotArg = Vector3.zero; this.posOffset = Vector3.zero; this.depthOffset = 0; this.spsIndex = -1; this.spsTransform = (Transform)null; this.meshRenderer = (MeshRenderer)null; this.meshFilter = (MeshFilter)null; this.spsBin = null; this.works = new BattleSPS.FieldSPSWork(); this.spsPrims = new List <BattleSPS.FieldSPSPrim>(); this.spsActor = (FieldSPSActor)null; this._vertices = new List <Vector3>(); this._colors = new List <Color>(); this._uv = new List <Vector2>(); this._indices = new List <Int32>(); this.materials = new Material[5]; this.materials[0] = ShadersLoader.CreateShaderMaterial("PSX/FieldSPS_Abr_0"); this.materials[1] = ShadersLoader.CreateShaderMaterial("PSX/FieldSPS_Abr_1"); this.materials[2] = ShadersLoader.CreateShaderMaterial("PSX/FieldSPS_Abr_2"); this.materials[3] = ShadersLoader.CreateShaderMaterial("PSX/FieldSPS_Abr_3"); this.materials[4] = ShadersLoader.CreateShaderMaterial("PSX/FieldSPS_Abr_None"); this.charTran = (Transform)null; this.boneTran = (Transform)null; }