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