using UnityEngine; public class WeatherSettings : MonoBehaviour { public float dayLength = 60f; [Space(10f)] public float hour = 12f; public float temperature = 22f; public float pressure; public float clouds; public float fog; public int precipitation; public bool isWinter; public bool randomTest; public float windStrength; public float windDirection; [Space(10f)] public bool staticWeather = true; public float randomTestDay = 0.9f; public float randomTestNight = 0.66f; private void Start() { } public void SetHour(float value) { hour = value; } public void SetTemperature(float value) { temperature = value; } public void SetPressure(float value) { pressure = value; } public void SetWindStrength(float value) { windStrength = value; } public void SetWindDirection(float value) { windDirection = value; } public void SetClouds(float value) { clouds = value; } public void SetFog(float value) { fog = value; } public void SetPrecipitation(int value) { precipitation = value; } public void SetWinter(bool value) { isWinter = value; } public void SetStaticWeather(bool value) { staticWeather = value; } public void SetRandomTest(bool value) { randomTest = value; } public void GenerateRandomWeather() { if (!GlobalSettings.Instance.levelsManager.isTournament) { SetHour(7f); } SetTemperature(Random.Range(0, 3)); SetPressure(Random.Range(1000, 1050)); SetWindStrength(Random.Range(0f, 1f)); SetWindDirection(Random.Range(0f, 359f)); SetPrecipitation((Random.value < 0.15f) ? 1 : 0); SetFog(Random.Range(0f, 1f)); if (precipitation == 0) { SetClouds(Random.Range(0, 4)); } else { SetClouds(3f); } SetClouds(Random.Range(0f, 1f)); } }