using UnityEngine; namespace DynamicFogAndMist { public class RotatingSign : MonoBehaviour { private void Update() { base.transform.Rotate(Vector3.up, Time.deltaTime * 50f); if (Input.GetMouseButtonDown(0) && Input.touchCount > 0 && Input.touches[0].position.x < (float)Screen.width * 0.5f && Input.touches[0].position.y < (float)Screen.height * 0.25f) { ToggleFogStyle(); } } private void ToggleFogStyle() { DynamicFog component = Camera.main.GetComponent(); switch (component.preset) { case FOG_PRESET.Clear: component.preset = FOG_PRESET.Mist; break; case FOG_PRESET.Mist: component.preset = FOG_PRESET.WindyMist; break; case FOG_PRESET.WindyMist: component.preset = FOG_PRESET.GroundFog; break; case FOG_PRESET.GroundFog: component.preset = FOG_PRESET.Fog; break; case FOG_PRESET.Fog: component.preset = FOG_PRESET.HeavyFog; break; case FOG_PRESET.HeavyFog: component.preset = FOG_PRESET.SandStorm; break; case FOG_PRESET.SandStorm: component.preset = FOG_PRESET.Clear; break; } } } }