private void SmoothSlope(int x, int y) { MarbleBiome.Slab slab = this._slabs[x, y]; if (!slab.IsSolid) { return; } bool isSolid = this._slabs[x, y - 1].IsSolid; bool flag = this._slabs[x, y + 1].IsSolid; bool isSolid1 = this._slabs[x - 1, y].IsSolid; bool flag1 = this._slabs[x + 1, y].IsSolid; switch ((isSolid ? 1 : 0) << 3 | (flag ? 1 : 0) << 2 | (isSolid1 ? 1 : 0) << 1 | (flag1 ? 1 : 0)) { case 4: { this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.HalfBrick)); return; } case 5: { this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.BottomRightFilled)); return; } case 6: { this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.BottomLeftFilled)); return; } case 7: case 8: { this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.Solid)); return; } case 9: { this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.TopRightFilled)); return; } case 10: { this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.TopLeftFilled)); return; } default: { this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.Solid)); return; } } }
private void SmoothSlope(int x, int y) { MarbleBiome.Slab slab = this._slabs[x, y]; if (!slab.IsSolid) { return; } switch ((this._slabs[x, y - 1].IsSolid ? 1 : 0) << 3 | (this._slabs[x, y + 1].IsSolid ? 1 : 0) << 2 | (this._slabs[x - 1, y].IsSolid ? 1 : 0) << 1 | (this._slabs[x + 1, y].IsSolid ? 1 : 0)) { case 4: this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.HalfBrick)); break; case 5: this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.BottomRightFilled)); break; case 6: this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.BottomLeftFilled)); break; case 9: this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.TopRightFilled)); break; case 10: this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.TopLeftFilled)); break; default: this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.Solid)); break; } }
// Token: 0x06000FAE RID: 4014 RVA: 0x003F7584 File Offset: 0x003F5784 private void SmoothSlope(int x, int y) { MarbleBiome.Slab slab = this._slabs[x, y]; if (!slab.IsSolid) { return; } bool arg_6B_0 = this._slabs[x, y - 1].IsSolid; bool isSolid = this._slabs[x, y + 1].IsSolid; bool isSolid2 = this._slabs[x - 1, y].IsSolid; bool isSolid3 = this._slabs[x + 1, y].IsSolid; switch ((arg_6B_0 ? 1 : 0) << 3 | (isSolid ? 1 : 0) << 2 | (isSolid2 ? 1 : 0) << 1 | (isSolid3 ? 1 : 0)) { case 4: this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.HalfBrick)); return; case 5: this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.BottomRightFilled)); return; case 6: this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.BottomLeftFilled)); return; case 9: this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.TopRightFilled)); return; case 10: this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.TopLeftFilled)); return; } this._slabs[x, y] = slab.WithState(new MarbleBiome.SlabState(MarbleBiome.SlabStates.Solid)); }