namespace UnityEngine.AzureSky
{
/// Sets the mode used to perform celestial bodies positions in the sky.
public enum AzureTimeMode
{
Simple,
Realistic
}
/// Sets the direction in which the time of day will flow.
public enum AzureTimeDirection
{
Forward,
Backward
}
/// Sets the time repeat mode.
public enum AzureTimeLoop
{
Off,
Dayly,
Monthly,
Yearly
}
///
/// Sets if the scene will start using the local time defined in the 'Start Time' field.
/// Or whether the scene will start using the global time to keep the current time of day between scene transitions.
///
public enum AzureTimeSource
{
LocalTime,
GlobalTime
}
/// The way the core features should be updated.
public enum AzureCoreUpdateMode
{
EveryFrame,
TimeInterval
}
/// The way a component with this attribute should be updated.
public enum AzureUpdateMode
{
LocallyEveryFrame,
ExternalCall
}
/// The way used to render the clouds.
public enum AzureCloudMode
{
Off,
Dynamic
}
/// A preset of celestial bodies that the core system can simulate.
public enum AzureCelestialBodyType
{
Mercury,
Venus,
Mars,
Jupiter,
Saturn,
Uranus,
Neptune,
Pluto
}
/// The types supported by the weather properties.
public enum AzureWeatherPropertyType
{
Float,
Color,
Curve,
Gradient,
Direction,
Position
}
/// The override mode feature of a weather property.
public enum AzureWeatherPropertyOverrideMode
{
Off,
On
}
/// The target type that the weather property should override.
public enum AzureWeatherPropertyTargetType
{
Property,
Field,
MaterialProperty,
GlobalShaderUniform,
GlobalProperty,
GlobalField
}
/// The interval time the custom event will be scanned.
public enum AzureCustomEventUpdateMode
{
ByMinute,
ByHour
}
}