using UnityEngine; public class DynamicSnow_C : MonoBehaviour { private GameObject uniStormSystem; public UniStormWeatherSystem_C uniStormSystemScript; public float snowAmount; private void Start() { uniStormSystem = GameObject.Find("UniStormSystemEditor"); uniStormSystemScript = uniStormSystem.GetComponent(); } private void Update() { if (((uniStormSystemScript.weatherForecaster == 3 && uniStormSystemScript.temperature <= 32 && uniStormSystemScript.temperatureType == 1) || (uniStormSystemScript.weatherForecaster == 3 && uniStormSystemScript.temperature <= 0 && uniStormSystemScript.temperatureType == 2)) && uniStormSystemScript.minSnowIntensity >= 50f) { snowAmount += Time.deltaTime * 0.008f; Shader.SetGlobalFloat("_LayerStrength", snowAmount); if (snowAmount >= 0.6f) { snowAmount = 0.6f; } } if (((uniStormSystemScript.weatherForecaster == 12 && uniStormSystemScript.temperature <= 32 && uniStormSystemScript.temperatureType == 1) || (uniStormSystemScript.weatherForecaster == 12 && uniStormSystemScript.temperature <= 0 && uniStormSystemScript.temperatureType == 2)) && uniStormSystemScript.minSnowIntensity >= 50f) { snowAmount += Time.deltaTime * 0.008f; Shader.SetGlobalFloat("_LayerStrength", snowAmount); if (snowAmount >= 0.6f) { snowAmount = 0.6f; } } if (uniStormSystemScript.temperature > 32) { snowAmount -= Time.deltaTime * 0.008f; Shader.SetGlobalFloat("_LayerStrength", snowAmount); if (snowAmount <= 0f) { snowAmount = 0f; } } if ((uniStormSystemScript.weatherForecaster == 2 && uniStormSystemScript.temperature <= 32 && uniStormSystemScript.temperatureType == 1) || (uniStormSystemScript.weatherForecaster == 2 && uniStormSystemScript.temperature <= 0 && uniStormSystemScript.temperatureType == 2)) { snowAmount += Time.deltaTime * 0.008f; Shader.SetGlobalFloat("_LayerStrength", snowAmount); if (snowAmount >= 0.6f) { snowAmount = 0.6f; } } } }