mirror of
https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
Default shock layer color
This commit is contained in:
parent
cd65a23e12
commit
14c39eb052
@ -19,8 +19,9 @@ namespace NewHorizons.Components
|
|||||||
public Color _fogOrigTint;
|
public Color _fogOrigTint;
|
||||||
[Space]
|
[Space]
|
||||||
public MeshRenderer _shockLayer;
|
public MeshRenderer _shockLayer;
|
||||||
|
public static readonly Color _shockLayerDefaultColor = new Color(0.3569f, 0.7843f, 1f, 1f);
|
||||||
[ColorUsage(true, true)]
|
[ColorUsage(true, true)]
|
||||||
public Color _shockLayerColor = new Color(0.3569f, 0.7843f, 1f, 1f);
|
public Color _shockLayerColor = _shockLayerDefaultColor;
|
||||||
public float _shockLayerStartRadius = 1000f;
|
public float _shockLayerStartRadius = 1000f;
|
||||||
public float _shockLayerFullRadius = 10000f;
|
public float _shockLayerFullRadius = 10000f;
|
||||||
public float _shockLayerTrailLength = 300f;
|
public float _shockLayerTrailLength = 300f;
|
||||||
@ -94,7 +95,7 @@ namespace NewHorizons.Components
|
|||||||
{
|
{
|
||||||
if (!_shockLayer.enabled) _shockLayer.enabled = true;
|
if (!_shockLayer.enabled) _shockLayer.enabled = true;
|
||||||
Vector3 dir = Vector3.Normalize(transform.position - _starEvolutionController.transform.position);
|
Vector3 dir = Vector3.Normalize(transform.position - _starEvolutionController.transform.position);
|
||||||
s_matPropBlock_ShockLayer.SetColor(s_propID_Color, _starEvolutionController.SupernovaColour != null ? _starEvolutionController.SupernovaColour.ToColor() : new Color(0.3569f, 0.7843f, 1f, 1f));
|
s_matPropBlock_ShockLayer.SetColor(s_propID_Color, _starEvolutionController.SupernovaColour != null ? _starEvolutionController.SupernovaColour.ToColor() : _shockLayerColor);
|
||||||
s_matPropBlock_ShockLayer.SetMatrix(s_propID_WorldToLocalShockMatrix, Matrix4x4.TRS(transform.position, Quaternion.LookRotation(dir, Vector3.up), Vector3.one).inverse);
|
s_matPropBlock_ShockLayer.SetMatrix(s_propID_WorldToLocalShockMatrix, Matrix4x4.TRS(transform.position, Quaternion.LookRotation(dir, Vector3.up), Vector3.one).inverse);
|
||||||
s_matPropBlock_ShockLayer.SetVector(s_propID_Dir, dir);
|
s_matPropBlock_ShockLayer.SetVector(s_propID_Dir, dir);
|
||||||
s_matPropBlock_ShockLayer.SetFloat(s_propID_Length, _shockLayerTrailLength);
|
s_matPropBlock_ShockLayer.SetFloat(s_propID_Length, _shockLayerTrailLength);
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user