fixed node fog colors

This commit is contained in:
FreezeDriedMangoes 2022-07-01 08:54:56 -04:00
parent 7a6068400f
commit e2f2ec9e5e

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@ -14,7 +14,6 @@ namespace NewHorizons.Builder.Props
{
// TODO
//1) fix node fog color
//2) test size setting for nodes/seeds and radius for dimensions
//2) test that when a dimension has normal fog color and you shoot your probe through a seed leading to that dimension, the pictures look normal
//3) support for existing dimensions?
@ -163,18 +162,14 @@ namespace NewHorizons.Builder.Props
public static void SetNodeColors(GameObject brambleNode, Color fogTint, Color lightTint)
{
var fogRenderer = brambleNode.GetComponent<InnerFogWarpVolume>();
var effects = SearchUtilities.FindChild(brambleNode, "Effects");
var fogRenderer = SearchUtilities.FindChild(effects, "InnerWarpFogSphere").GetComponent<OWRenderer>();
var lightShafts = SearchUtilities.FindChild(effects, "DB_BrambleLightShafts");
if (fogTint != null)
{
//var fogMeshRenderer = fogRenderer.GetComponent<MeshRenderer>();
//var mat = fogMeshRenderer.material;
//mat.color = config.fogTint.ToColor();
//fogMeshRenderer.sharedMaterial = mat;
Main.Instance.ModHelper.Events.Unity.FireInNUpdates(() => fogRenderer.SetColor(fogTint), 10);
fogRenderer._fogColor = fogTint;
fogRenderer._useFarFogColor = false;
}
if (lightTint != null)