using System; using UnityEngine; [Serializable] public class DynamicSnow_JS : MonoBehaviour { private GameObject uniStormSystem; private UniStormWeatherSystem_JS uniStormSystemScript; public float snowAmount; public virtual void Start() { uniStormSystem = GameObject.Find("UniStormSystemEditor"); uniStormSystemScript = (UniStormWeatherSystem_JS)uniStormSystem.GetComponent(typeof(UniStormWeatherSystem_JS)); } public virtual 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.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; } } } public virtual void Main() { } }