Script for saving PropRotating params in props. (Added modless shader parameter saving method by boformer.)
// Prop Rotating Script | |
// Control rotation axis, pivot and speed. | |
// Run in asset editor and see effects in real time. | |
// Prop Rotating Params Mod is not required for using the scripts and saving the asset. | |
// It's only needed to load the data in-game. | |
// Animated faces must be vertex painted black! The rest reimains white. | |
// Google how to do vertex color painting in your 3d software of choice! | |
// The LODs are not rotating, they are like regular props. | |
// (added modless shader parameter saving method by boformer) | |
var axis = new Vector3(1.0f, 0.0f, 0.0f); // Set to 1 to choose rotation axis. | |
var pivot = new Vector3(0.0f, 5.0f, 0.0f); // Pivot point - center of rotation. | |
var speed = 60.0f; // rotations per minute | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo; | |
if(asset.m_rollParams==null) Array.Resize(ref asset.m_rollParams, 4); | |
var vec = new Vector4(axis.x, axis.y, axis.z, speed); asset.m_rollParams[0]=vec; | |
if(asset.m_rollLocation==null) Array.Resize(ref asset.m_rollLocation, 4); | |
var vec2 = new Vector4(pivot.x, pivot.y, pivot.z, 1.0f); asset.m_rollLocation[0]=vec2; | |
var veca = new Vector4(0, 0, 0, 1); asset.m_rollLocation[1]=veca; asset.m_rollLocation[2]=veca; asset.m_rollLocation[3]=veca; | |
var vecb = new Vector4(0, 1, 0, 10); asset.m_rollParams[1]=vecb; asset.m_rollParams[2]=vecb; asset.m_rollParams[3]=vecb; | |
for (int i = 0; i < 4; i++) { | |
asset.m_material.SetVector("_RollParams" + i, asset.m_rollParams[i]); | |
asset.m_material.SetVector("_RollLocation" + i, asset.m_rollLocation[i]); } | |
var shader = Shader.Find("Custom/Props/Prop/Rotating"); if(asset.m_material != null) asset.m_material.shader = shader; | |
shader = Shader.Find("Custom/Props/Prop/Default"); if(asset.m_lodMaterial != null) asset.m_lodMaterial.shader = shader; | |
asset.m_lodHasDifferentShader=true; | |
var vectorProps = Type.GetType("ColossalFramework.Packaging.ShaderUtil, ColossalManaged").GetField("vectorProps").GetValue(null) as string[]; | |
vectorProps[4] = "_RollLocation0"; vectorProps[5] = "_RollParams0"; vectorProps[6] = "_RollLocation1"; vectorProps[7] = "_RollParams1"; | |
vectorProps[8] = "_RollLocation2"; vectorProps[9] = "_RollParams2"; vectorProps[10] = "_RollLocation3"; vectorProps[11] = "_RollParams3"; | |
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