From e2f2ec9e5e265c90606e56b4734aaf9e5d3253a8 Mon Sep 17 00:00:00 2001 From: FreezeDriedMangoes Date: Fri, 1 Jul 2022 08:54:56 -0400 Subject: [PATCH] fixed node fog colors --- NewHorizons/Builder/Props/BrambleNodeBuilder.cs | 11 +++-------- 1 file changed, 3 insertions(+), 8 deletions(-) diff --git a/NewHorizons/Builder/Props/BrambleNodeBuilder.cs b/NewHorizons/Builder/Props/BrambleNodeBuilder.cs index 226e8a31..695fba72 100644 --- a/NewHorizons/Builder/Props/BrambleNodeBuilder.cs +++ b/NewHorizons/Builder/Props/BrambleNodeBuilder.cs @@ -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(); var effects = SearchUtilities.FindChild(brambleNode, "Effects"); - var fogRenderer = SearchUtilities.FindChild(effects, "InnerWarpFogSphere").GetComponent(); var lightShafts = SearchUtilities.FindChild(effects, "DB_BrambleLightShafts"); if (fogTint != null) { - //var fogMeshRenderer = fogRenderer.GetComponent(); - //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)