Add ProxyShadowCaster when ProxyShadowCasterSuperGroup exists

This commit is contained in:
Noah Pilarski 2022-05-29 23:14:02 -04:00
parent 9e3fb210c7
commit 3055d0f2c9

View File

@ -1,4 +1,4 @@
using NewHorizons.Builder.Body.Geometry;
using NewHorizons.Builder.Body.Geometry;
using NewHorizons.External.Modules;
using NewHorizons.Utility;
using UnityEngine;
@ -16,6 +16,7 @@ namespace NewHorizons.Builder.Body
GameObject icosphere = new GameObject("Icosphere");
icosphere.SetActive(false);
icosphere.transform.parent = sector?.transform ?? planetGO.transform;
icosphere.transform.rotation = Quaternion.Euler(90, 0, 0);
icosphere.transform.position = planetGO.transform.position;
@ -33,7 +34,10 @@ namespace NewHorizons.Builder.Body
cubeSphereMC.sharedMesh = mesh;
icosphere.transform.rotation = planetGO.transform.TransformRotation(Quaternion.Euler(90, 0, 0));
icosphere.AddComponent<ProxyShadowCaster>();
var superGroup = planetGO.GetComponent<ProxyShadowCasterSuperGroup>();
if (superGroup != null) icosphere.AddComponent<ProxyShadowCaster>()._superGroup = superGroup;
icosphere.SetActive(true);
}
}
}