82 lines
2.2 KiB
C#
82 lines
2.2 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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[Serializable]
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public class EnviroWeather
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{
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[Tooltip("If disabled the weather will never change.")]
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[Header("Weather Setup:")]
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public bool updateWeather = true;
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[Tooltip("Your WindZone that reflect our weather wind settings.")]
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public WindZone windZone;
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[Tooltip("The Enviro Lighting Flash Component.")]
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public EnviroLightning LightningGenerator;
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[Tooltip("A list of all possible thunder audio effects.")]
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public List<AudioClip> ThunderSFX = new List<AudioClip>();
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[HideInInspector]
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public List<EnviroWeatherPrefab> WeatherTemplates = new List<EnviroWeatherPrefab>();
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[HideInInspector]
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public List<GameObject> WeatherPrefabs = new List<GameObject>();
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[Tooltip("List of additional zones. Will be updated on startup!")]
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[Header("Zones:")]
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public List<EnviroZone> zones = new List<EnviroZone>();
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[Tooltip("Tag for zone triggers. Create and assign a tag to this gameObject")]
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public bool useTag;
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[Tooltip("Defines the speed of wetness will raise when it is raining.")]
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[Header("Weather Settings:")]
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public float wetnessAccumulationSpeed = 0.05f;
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[Tooltip("Defines the speed of snow will raise when it is snowing.")]
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public float snowAccumulationSpeed = 0.05f;
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[Tooltip("Defines the speed of clouds and fog will change when weather conditions changed.")]
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public float cloudChangeSpeed = 0.01f;
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[Tooltip("Defines the speed of particle effects will change when weather conditions changed.")]
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public float effectChangeSpeed = 0.01f;
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[Tooltip("The current active zone.")]
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[Header("Current active zone:")]
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public EnviroZone currentActiveZone;
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[Tooltip("The current active weather conditions.")]
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[Header("Current active weather:")]
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public EnviroWeatherPrefab currentActiveWeatherID;
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[HideInInspector]
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public EnviroWeatherPrefab lastActiveWeatherID;
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[HideInInspector]
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public GameObject VFXHolder;
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[HideInInspector]
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public float wetness;
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[HideInInspector]
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public float curWetness;
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[HideInInspector]
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public float SnowStrenght;
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[HideInInspector]
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public float curSnowStrenght;
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[HideInInspector]
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public float nextUpdate;
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[HideInInspector]
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public int thundersfx;
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[HideInInspector]
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public AudioSource currentAudioSource;
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}
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