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 } }