r2mods/ilspy_dump/ror2_csproj/RoR2/PaintTerrain.cs

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2024-10-04 07:26:37 +00:00
using UnityEngine;
namespace RoR2;
public class PaintTerrain : MonoBehaviour
{
public float splatHeightReference = 60f;
public float splatRaycastLength = 200f;
public float splatSlopePower = 1f;
public float heightPower = 1f;
public Vector3 snowfallDirection = Vector3.up;
public Texture2D grassNoiseMap;
private Terrain terrain;
private TerrainData data;
private float[,,] alphamaps;
private int[,] detailmapGrass;
private void Start()
{
snowfallDirection = snowfallDirection.normalized;
terrain = GetComponent<Terrain>();
data = terrain.terrainData;
alphamaps = data.GetAlphamaps(0, 0, data.alphamapWidth, data.alphamapHeight);
detailmapGrass = data.GetDetailLayer(0, 0, data.detailWidth, data.detailHeight, 0);
UpdateAlphaMaps();
UpdateDetailMaps();
}
private void UpdateAlphaMaps()
{
for (int i = 0; i < data.alphamapHeight; i++)
{
for (int j = 0; j < data.alphamapWidth; j++)
{
float z = (float)j / (float)data.alphamapWidth * data.size.x;
float x = (float)i / (float)data.alphamapHeight * data.size.z;
float num = 0f;
float num2 = 0f;
float num3 = 0f;
float num4 = 0f;
float num5 = Mathf.Pow(Vector3.Dot(Vector3.up, data.GetInterpolatedNormal((float)i / (float)data.alphamapHeight, (float)j / (float)data.alphamapWidth)), splatSlopePower);
num = num5;
num3 = 1f - num5;
float interpolatedHeight = data.GetInterpolatedHeight((float)i / (float)data.alphamapHeight, (float)j / (float)data.alphamapWidth);
if (Physics.Raycast(new Vector3(x, interpolatedHeight, z), snowfallDirection, out var hitInfo, splatRaycastLength, LayerIndex.world.mask))
{
float num6 = num;
float num7 = Mathf.Clamp01(Mathf.Pow(hitInfo.distance / splatHeightReference, heightPower));
num = num7 * num6;
num2 = (1f - num7) * num6;
}
alphamaps[j, i, 0] = num;
alphamaps[j, i, 1] = num2;
alphamaps[j, i, 2] = num3;
alphamaps[j, i, 3] = num4;
}
}
data.SetAlphamaps(0, 0, alphamaps);
}
private void UpdateDetailMaps()
{
for (int i = 0; i < data.detailHeight; i++)
{
for (int j = 0; j < data.detailWidth; j++)
{
int num = 0;
detailmapGrass[j, i] = num;
}
}
data.SetDetailLayer(0, 0, 0, detailmapGrass);
}
}