Screw it, I added light

This commit is contained in:
RochesterX
2025-04-20 22:23:34 -04:00
parent 14970499b8
commit be63f2e19d
19 changed files with 9834 additions and 29 deletions

View File

@@ -0,0 +1,27 @@
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
using UnityEngine.Rendering.Universal;
namespace TilemapShadowCaster.Runtime
{
public class PathShadow : ShadowCaster2D
{
static FieldInfo shapeFieldInfo = typeof(ShadowCaster2D).GetField("m_ShapePath",
BindingFlags.NonPublic | BindingFlags.Instance);
static FieldInfo shapeHashFieldInfo = typeof(ShadowCaster2D).GetField("m_ShapePathHash",
BindingFlags.NonPublic | BindingFlags.Instance);
static FieldInfo sortingLayersFieldInfo = typeof(ShadowCaster2D).GetField("m_ApplyToSortingLayers",
BindingFlags.NonPublic | BindingFlags.Instance);
internal void SetShape(List<Vector2> points, int[] sortingLayers)
{
Vector3[] shapev3 = points.ConvertAll((point) => new Vector3(point.x, point.y)).ToArray();
shapeFieldInfo.SetValue(this, shapev3);
sortingLayersFieldInfo.SetValue(this, sortingLayers);
shapeHashFieldInfo.SetValue(this, (int) UnityEngine.Random.Range(0f, 10000000f));
}
}
}