public static void LightColorMultiplier(int style, ref float r, ref float g, ref float b) { ModWaterStyle waterStyle = GetWaterStyle(style); if (waterStyle != null) { waterStyle.LightColorMultiplier(ref r, ref g, ref b); r *= Lighting.negLight * Lighting.blueWave; g *= Lighting.negLight * Lighting.blueWave; b *= Lighting.negLight * Lighting.blueWave; } }
private void AutoloadWaterStyle(Type type) { ModWaterStyle waterStyle = (ModWaterStyle)Activator.CreateInstance(type); waterStyle.mod = this; string name = type.Name; string texture = (type.Namespace + "." + type.Name).Replace('.', '/'); string blockTexture = texture + "_Block"; if (waterStyle.Autoload(ref name, ref texture, ref blockTexture)) { AddWaterStyle(name, waterStyle, texture, blockTexture); } }
public static void LightColorMultiplier(int style, ref float r, ref float g, ref float b) { ModWaterStyle waterStyle = GetWaterStyle(style); if (waterStyle != null) { waterStyle.LightColorMultiplier(ref r, ref g, ref b); r *= Lighting.LegacyEngine._negLight * Lighting.LegacyEngine._blueWave; g *= Lighting.LegacyEngine._negLight * Lighting.LegacyEngine._blueWave; b *= Lighting.LegacyEngine._negLight * Lighting.LegacyEngine._blueWave; //TODO: Make this work with the new lighting engine. } }
public void AddWaterStyle(string name, ModWaterStyle waterStyle, string texture, string blockTexture) { int style = WaterStyleLoader.ReserveStyle(); waterStyle.mod = this; waterStyle.Name = name; waterStyle.Type = style; waterStyle.texture = texture; waterStyle.blockTexture = blockTexture; waterStyles[name] = waterStyle; WaterStyleLoader.waterStyles.Add(waterStyle); }