using System; using System.Collections.Generic; using UnityEngine; [Serializable] public class EnviroWeatherPrefab : MonoBehaviour { public string Name; [Header("Season Settings")] public bool Spring = true; [Range(1f, 100f)] public float possibiltyInSpring = 100f; public bool Summer = true; [Range(1f, 100f)] public float possibiltyInSummer = 100f; public bool Autumn = true; [Range(1f, 100f)] public float possibiltyInAutumn = 100f; public bool winter = true; [Range(1f, 100f)] public float possibiltyInWinter = 100f; [HideInInspector] public List effectEmmisionRates = new List(); [Header("Cloud Settings")] public EnviroWeatherCloudConfig cloudConfig; [Header("Linear:")] [Header("Fog Settings")] public float fogStartDistance; public float fogDistance; [Header("Exp:")] public float fogDensity; [Tooltip("Override the Sky with defined Color. The color alpha value defines the override intensity")] [Header("Advanced Fog Settings:")] public Color WeatherColorMod = Color.white; [Range(0f, 1f)] [Tooltip("Define the height of fog rendered in sky.")] public float SkyFogHeight = 0.5f; [Range(0f, 1f)] [Tooltip("Define the intensity of fog rendered in sky.")] public float SkyFogIntensity = 0.5f; [Range(0f, 1f)] [Tooltip("Define the scattering intensity of fog.")] public float FogScatteringIntensity = 0.5f; [Header("Weather Settings")] public List effectParticleSystems = new List(); [Tooltip("Lower or higher the sun/moon light intensity for this weathertpye.")] public float sunLightMod; [Tooltip("Wind intensity that will applied to wind zone.")] [Range(0f, 1f)] public float WindStrenght = 0.5f; [Range(0f, 1f)] [Tooltip("The maximum wetness level that can be reached.")] public float wetnessLevel; [Range(0f, 1f)] [Tooltip("The maximum snow level that can be reached.")] public float snowLevel; [Tooltip("Activate this to enable thunder and lightning.")] public bool isLightningStorm; [Tooltip("Define an ambient sound for this weather.")] [Header("Audio Settings")] public AudioClip Sfx; }