using BitStrap; using UnityEngine; public class ParameterPerHour : MonoBehaviour { public AnimationCurve curve = AnimationCurve.EaseInOut(0f, 0f, 24f, 1f); public AnimationCurve heightCurve = AnimationCurve.EaseInOut(0f, 1f, 5f, 0f); public bool updateEmission; [ReadOnly] public Material material; [ReadOnly] public GameController gameController; [ReadOnly] public WeatherLevelManager weatherLevelManager; private void Start() { gameController = GameController.Instance; if ((bool)gameController) { weatherLevelManager = gameController.weatherLevelManager; } if ((bool)GetComponent()) { material = GetComponent().material; } } private void Update() { if ((bool)gameController && weatherLevelManager == null) { weatherLevelManager = gameController.weatherLevelManager; } if ((bool)gameController && updateEmission) { material.SetFloat("_DetailEmissiveness", curve.Evaluate(weatherLevelManager.GetHour()) * heightCurve.Evaluate(gameController.fishingPlayer.transform.position.y)); } } }