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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
better name for ambient light cubemap
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551b4a8ac1
commit
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@ -36,7 +36,7 @@ namespace NewHorizons.Builder.General
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var tint = config.tint.ToColor();
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var tint = config.tint.ToColor();
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var baseCubemap = Main.NHPrivateAssetBundle.LoadAsset<Cubemap>("AmbientLight_QM");
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var baseCubemap = Main.NHPrivateAssetBundle.LoadAsset<Cubemap>("AmbientLight_QM");
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var cubemap = new Cubemap(baseCubemap.width, baseCubemap.format, baseCubemap.mipmapCount != 1);
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var cubemap = new Cubemap(baseCubemap.width, baseCubemap.format, baseCubemap.mipmapCount != 1);
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cubemap.name = baseCubemap.name + "Tinted";
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cubemap.name = $"{baseCubemap.name} > tint {tint}";
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cubemap.wrapMode = baseCubemap.wrapMode;
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cubemap.wrapMode = baseCubemap.wrapMode;
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for (int i = 0; i < 6; i++)
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for (int i = 0; i < 6; i++)
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{
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{
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@ -14,13 +14,13 @@ namespace NewHorizons.Utility.Files
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public static class ImageUtilities
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public static class ImageUtilities
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{
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{
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private static readonly Dictionary<string, Texture2D> _loadedTextures = new();
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private static readonly Dictionary<string, Texture2D> _loadedTextures = new();
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private static readonly List<Texture> _generatedTextures = new();
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private static readonly Dictionary<string, Texture> _generatedTextures = new();
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/// <summary>
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/// <summary>
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/// Track textures generated outside of this file so they can be cleaned up on scene unload
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/// Track textures generated outside of this file so they can be cleaned up on scene unload
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/// </summary>
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/// </summary>
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/// <param name="texture"></param>
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/// <param name="texture"></param>
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public static void TrackGeneratedTexture(Texture texture) => _generatedTextures.Add(texture);
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public static void TrackGeneratedTexture(Texture texture) => _generatedTextures.Add(texture.name, texture);
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public static bool IsTextureLoaded(IModBehaviour mod, string filename)
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public static bool IsTextureLoaded(IModBehaviour mod, string filename)
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{
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{
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