// Token: 0x06000766 RID: 1894 RVA: 0x00067580 File Offset: 0x00065780 public void CreateFadedBolt(int magnitude) { Vector3 vector; vector.x = (float)this.hitThing.x; vector.y = (float)this.hitThing.y; vector.z = (float)this.hitThing.z; this.direction = Quaternion.LookRotation((vector - this.origin).normalized); float distance = Vector3.Distance(this.origin, vector); this.boltMesh = AM_MeshMaker.NewBoltMesh(distance, 6f); Graphics.DrawMesh(this.boltMesh, this.origin, this.direction, FadedMaterialPool.FadedVersionOf(this.mat, (float)magnitude), 0); }
// Token: 0x06000765 RID: 1893 RVA: 0x000674DC File Offset: 0x000656DC public void CreateBolt() { Vector3 vector; vector.x = (float)this.hitThing.x; vector.y = (float)this.hitThing.y; vector.z = (float)this.hitThing.z; this.direction = Quaternion.LookRotation((vector - this.origin).normalized); float distance = Vector3.Distance(this.origin, vector); this.boltMesh = AM_MeshMaker.NewBoltMesh(distance, 6f); Graphics.DrawMesh(this.boltMesh, this.origin, this.direction, this.mat, 0); }
// Token: 0x06000765 RID: 1893 RVA: 0x000674DC File Offset: 0x000656DC public Mesh GetBolt(IntVec3 hitThing, Vector3 origin, Material _mat) { Vector3 vector; vector.x = (float)hitThing.x; vector.y = (float)hitThing.y; vector.z = (float)hitThing.z; this.direction = Quaternion.LookRotation((vector - origin).normalized); float distance = Vector3.Distance(origin, vector); this.boltMesh = AM_MeshMaker.NewBoltMesh(distance, 6f); return(this.boltMesh); // Graphics.DrawMesh(this.boltMesh, this.origin, this.direction, this.mat, 0); }