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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
synced 2025-12-11 20:15:44 +01:00
move water thing outta for loop
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@ -47,6 +47,10 @@ namespace NewHorizons.Builder.Props
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{
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{
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Random.InitState(propInfo.seed);
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Random.InitState(propInfo.seed);
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// By default don't put underwater more than a mater
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// this is a backward compat thing lol
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if (config.Water != null && propInfo.minHeight == null) propInfo.minHeight = config.Water.size - 1f;
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GameObject prefab;
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GameObject prefab;
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if (propInfo.assetBundle != null) prefab = AssetBundleUtilities.LoadPrefab(propInfo.assetBundle, propInfo.path, mod);
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if (propInfo.assetBundle != null) prefab = AssetBundleUtilities.LoadPrefab(propInfo.assetBundle, propInfo.path, mod);
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else prefab = SearchUtilities.Find(propInfo.path);
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else prefab = SearchUtilities.Find(propInfo.path);
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@ -76,9 +80,6 @@ namespace NewHorizons.Builder.Props
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float relativeHeight = heightMapTexture.GetPixel((int)sampleX, (int)sampleY).r;
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float relativeHeight = heightMapTexture.GetPixel((int)sampleX, (int)sampleY).r;
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height = (relativeHeight * (heightMap.maxHeight - heightMap.minHeight) + heightMap.minHeight);
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height = (relativeHeight * (heightMap.maxHeight - heightMap.minHeight) + heightMap.minHeight);
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// By default don't put underwater more than a mater
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if (config.Water != null && propInfo.minHeight == null) propInfo.minHeight = config.Water.size - 1f;
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if ((propInfo.minHeight != null && height < propInfo.minHeight) || (propInfo.maxHeight != null && height > propInfo.maxHeight))
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if ((propInfo.minHeight != null && height < propInfo.minHeight) || (propInfo.maxHeight != null && height > propInfo.maxHeight))
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{
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{
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// Try this point again
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// Try this point again
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