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Rotating props without PropRotatingParams mod (based on a script by Ronyx69) - Single rotating part
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// Warning: Do not save vehicles after running this script without a game restart! | |
// Prop Rotating Script | |
// Control rotation axis, pivot and speed. | |
// Run in asset editor and see effects in real time. | |
// 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. | |
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 | |
// --- end of editable values --- | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as PropInfo; | |
if (asset.m_material == null) | |
{ | |
Debug.LogError("Asset has no texture, unable to apply params!"); | |
return; | |
} | |
asset.m_rollParams = new Vector4[4]; | |
asset.m_rollLocation = new Vector4[4]; | |
asset.m_rollParams[0] = new Vector4(axis.x, axis.y, axis.z, speed); | |
asset.m_rollLocation[0] = new Vector4(pivot.x, pivot.y, pivot.z, 1.0f); | |
asset.m_rollParams[1] = new Vector4(0, 1, 0, 10); | |
asset.m_rollLocation[1] = new Vector4(0, 0, 0, 1); | |
asset.m_rollParams[2] = new Vector4(0, 1, 0, 10); | |
asset.m_rollLocation[2] = new Vector4(0, 0, 0, 1); | |
asset.m_rollParams[3] = new Vector4(0, 1, 0, 10); | |
asset.m_rollLocation[3] = new Vector4(0, 0, 0, 1); | |
asset.m_material.shader = Shader.Find("Custom/Props/Prop/Rotating"); | |
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]); | |
} | |
if (asset.m_lodMaterial != null) | |
{ | |
asset.m_lodMaterial.shader = Shader.Find("Custom/Props/Prop/Default"); | |
} | |
asset.m_lodHasDifferentShader = true; | |
// Tells the asset editor to save _RollParams and _RollLocation shader properties | |
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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