protected override void ClientRefreshVegetationRendering( IStaticWorldObject worldObject, VegetationClientState clientState, VegetationPublicState publicState) { base.ClientRefreshVegetationRendering(worldObject, clientState, publicState); if (publicState.GrowthStage > 1 && publicState.GrowthStage < this.GrowthStagesCount) { ClientGrassRenderingHelper.Setup(clientState.Renderer, power: 0.1f, pivotY: 0.5f); } else { // no grass swaying for the just planted and spoiled sprites clientState.Renderer.RenderingMaterial = null; } }
public override float CalculateShadowScale(VegetationClientState clientState) { return(base.CalculateShadowScale(clientState) * 0.4f); }
public override float CalculateShadowScale(VegetationClientState clientState) { // no shadows for plants (all shadows are pre-drawn) return(0); }