public override IEnumerable Regenerate() { foreach (object item in base.Regenerate()) { yield return(item); } Rand.PushState(); Rand.Seed = Find.World.info.Seed; for (int i = 0; i < 1500; i++) { Vector3 unitVector = Rand.UnitVector3; Vector3 pos = unitVector * 10f; LayerSubMesh subMesh = GetSubMesh(WorldMaterials.Stars); float num = StarsDrawSize.RandomInRange; Vector3 rhs = (UseStaticRotation ? GenCelestial.CurSunPositionInWorldSpace().normalized : Vector3.forward); float num2 = Vector3.Dot(unitVector, rhs); if (num2 > 0.8f) { num *= GenMath.LerpDouble(0.8f, 1f, 1f, 0.35f, num2); } WorldRendererUtility.PrintQuadTangentialToPlanet(pos, num, 0f, subMesh, counterClockwise: true, randomizeRotation: true); } calculatedForStartingTile = ((Find.GameInitData != null) ? Find.GameInitData.startingTile : (-1)); calculatedForStaticRotation = UseStaticRotation; Rand.PopState(); FinalizeMesh(MeshParts.All); }
public static void UpdateWorldShadersParams() { Vector3 v = -GenCelestial.CurSunPositionInWorldSpace(); float value = (float)((!Find.PlaySettings.usePlanetDayNightSystem) ? 0.0 : 1.0); Shader.SetGlobalVector(ShaderPropertyIDs.PlanetSunLightDirection, v); Shader.SetGlobalFloat(ShaderPropertyIDs.PlanetSunLightEnabled, value); WorldMaterials.PlanetGlow.SetFloat(ShaderPropertyIDs.PlanetRadius, 100f); WorldMaterials.PlanetGlow.SetFloat(ShaderPropertyIDs.GlowRadius, 8f); }
public override IEnumerable Regenerate() { IEnumerator enumerator = base.Regenerate().GetEnumerator(); try { if (enumerator.MoveNext()) { object result = enumerator.Current; yield return(result); /*Error: Unable to find new state assignment for yield return*/; } } finally { IDisposable disposable; IDisposable disposable2 = disposable = (enumerator as IDisposable); if (disposable != null) { disposable2.Dispose(); } } Rand.PushState(); Rand.Seed = Find.World.info.Seed; for (int i = 0; i < 1500; i++) { Vector3 unitVector = Rand.UnitVector3; Vector3 pos = unitVector * 10f; LayerSubMesh subMesh = GetSubMesh(WorldMaterials.Stars); float num = StarsDrawSize.RandomInRange; Vector3 rhs = (!UseStaticRotation) ? Vector3.forward : GenCelestial.CurSunPositionInWorldSpace().normalized; float num2 = Vector3.Dot(unitVector, rhs); if (num2 > 0.8f) { num *= GenMath.LerpDouble(0.8f, 1f, 1f, 0.35f, num2); } WorldRendererUtility.PrintQuadTangentialToPlanet(pos, num, 0f, subMesh, counterClockwise: true, randomizeRotation: true); } calculatedForStartingTile = ((Find.GameInitData == null) ? (-1) : Find.GameInitData.startingTile); calculatedForStaticRotation = UseStaticRotation; Rand.PopState(); FinalizeMesh(MeshParts.All); yield break; IL_01ee: /*Error near IL_01ef: Unexpected return in MoveNext()*/; }
public override IEnumerable Regenerate() { IEnumerator enumerator = this.< Regenerate > __BaseCallProxy0().GetEnumerator(); try { while (enumerator.MoveNext()) { object result = enumerator.Current; yield return(result); } } finally { IDisposable disposable; if ((disposable = (enumerator as IDisposable)) != null) { disposable.Dispose(); } } Rand.PushState(); Rand.Seed = Find.World.info.Seed; for (int i = 0; i < 1500; i++) { Vector3 unitVector = Rand.UnitVector3; Vector3 pos = unitVector * 10f; LayerSubMesh subMesh = base.GetSubMesh(WorldMaterials.Stars); float num = WorldLayer_Stars.StarsDrawSize.RandomInRange; Vector3 rhs = (!this.UseStaticRotation) ? Vector3.forward : GenCelestial.CurSunPositionInWorldSpace().normalized; float num2 = Vector3.Dot(unitVector, rhs); if (num2 > 0.8f) { num *= GenMath.LerpDouble(0.8f, 1f, 1f, 0.35f, num2); } WorldRendererUtility.PrintQuadTangentialToPlanet(pos, num, 0f, subMesh, true, true, true); } this.calculatedForStartingTile = ((Find.GameInitData == null) ? -1 : Find.GameInitData.startingTile); this.calculatedForStaticRotation = this.UseStaticRotation; Rand.PopState(); base.FinalizeMesh(MeshParts.All); yield break; }