static bool Prefix(MapGenTest __instance, ref int w, ref int h, ref int desiredTiles, ref int islandCount) { // Calculate the amount of tiles that should be placed onto // the grid. Main.Generator.UpdateValues(); desiredTiles = Main.Generator.EstimatedUseableTiles; islandCount = Main.Generator.IslandCounts; TreeGrowth.inst.MaxTreesOnMap = desiredTiles; MapGenTest MapGen = (MapGenTest)GameObject.FindObjectOfType(typeof(MapGenTest)); MapGen.riverStepPunch = Main.Generator.RiverStep; // original was 2f MapGen.riverPerpJitter = Main.Generator.RiverJitter; // original is 1f MapGen.minIslandArea = Main.Generator.minIslandArea; // original is 64f MapGen.minCircleArea = Main.Generator.minCircleArea; // original is 80f MapGen.edgeHoleStep = Main.Generator.EdgeHole; // int, original is 5 MapGen.waterFreq = Main.Generator.WaterFreq; /* * var NumIslands = typeof(MapGenTest).GetField("numIslands", BindingFlags.Instance | BindingFlags.NonPublic); * NumIslands.SetValue(MapGenTest.this, Main.Grid.current); * var WorldHeight = typeof(World).GetField("gridHeight", BindingFlags.Instance | BindingFlags.NonPublic); * WorldHeight.SetValue(World.inst, Main.Grid.current); */ //treeAimToSpawn = ScriptEntry.treeAim; return(true); }
static bool Prefix(MapGenTest __instance, ref int w, ref int h, ref int desiredTiles, ref int islandCount) { // Calculate the amount of tiles that should be placed onto // the grid. Main.Generator.UpdateValues(); desiredTiles = Main.Generator.EstimatedUseableTiles; islandCount = Main.Generator.IslandCounts; TreeGrowth.inst.MaxTreesOnMap = desiredTiles; MapGenTest MapGen = (MapGenTest)GameObject.FindObjectOfType(typeof(MapGenTest)); MapGen.riverStepPunch = Main.Generator.RiverStep; // original was 2f MapGen.riverPerpJitter = Main.Generator.RiverJitter; // original is 1f MapGen.minIslandArea = Main.Generator.minIslandArea; // original is 64f MapGen.minCircleArea = Main.Generator.minCircleArea; // original is 80f MapGen.edgeHoleStep = Main.Generator.EdgeHole; // int, original is 5 MapGen.waterFreq = Main.Generator.WaterFreq; return(true); }