void Start()
        {
            _dfUnity      = DaggerfallUnity.Instance;
            _weatherTable = WeatherTable.ParseJsonTable();

            if (DaggerfallUnity.Settings.MeshAndTextureReplacement)
            {
                AddWindZone();
            }
        }
Beispiel #2
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        void Start()
        {
            _dfUnity      = DaggerfallUnity.Instance;
            _weatherTable = WeatherTable.ParseJsonTable();

            if (DaggerfallUnity.Settings.AssetInjection)
            {
                AddWindZone();
            }
        }
        void Start()
        {
            _dfUnity      = DaggerfallUnity.Instance;
            _weatherTable = WeatherTable.ParseJsonTable();

            postProcessLayer = Camera.main.GetComponent <PostProcessLayer>();
            if (postProcessLayer != null)
            {
                postProcessLayer.fog.excludeSkybox = true;
            }

            if (DaggerfallUnity.Settings.AssetInjection)
            {
                AddWindZone();
            }

            // initialize with clear overcast sky (so that initial fog settings like exponential fog mode are set)
            ClearOvercast();
        }
 void Start()
 {
     _dfUnity      = DaggerfallUnity.Instance;
     _weatherTable = WeatherTable.ParseJsonTable();
 }