Ejemplo n.º 1
0
 private void onLevelLoaded(int level)
 {
     if (level > Level.SETUP)
     {
         LightingManager.onMoonUpdated = null;
         LightingManager.lastRain      = Time.realtimeSinceStartup;
         LightingManager.lastSnow      = Time.realtimeSinceStartup;
         if (Level.info != null && Level.info.type != ELevelType.SURVIVAL)
         {
             LightingManager._cycle  = 3600u;
             LightingManager._offset = 0u;
             if (Level.info.type == ELevelType.HORDE)
             {
                 LightingManager._time       = (uint)((LevelLighting.bias + (1f - LevelLighting.bias) / 2f) * LightingManager.cycle);
                 LightingManager._isFullMoon = true;
             }
             else if (Level.info.type == ELevelType.ARENA)
             {
                 LightingManager._time       = (uint)(LevelLighting.transition * LightingManager.cycle);
                 LightingManager._isFullMoon = false;
             }
             LightingManager.windDelay = (float)Random.Range(45, 75);
             LevelLighting.wind        = (float)Random.Range(0, 360);
             LevelLighting.rainyness   = ELightingRain.NONE;
             LevelLighting.snowyness   = ELightingSnow.NONE;
             Level.isLoadingLighting   = false;
             if (!Dedicator.isDedicated)
             {
                 LevelLighting.time = LightingManager.day;
                 LevelLighting.moon = 2;
             }
             return;
         }
         LightingManager._cycle      = 3600u;
         LightingManager._time       = 0u;
         LightingManager._offset     = 0u;
         LightingManager._isFullMoon = false;
         LightingManager.isCycled    = false;
         if (LightingManager.onDayNightUpdated != null)
         {
             LightingManager.onDayNightUpdated(true);
         }
         LightingManager.windDelay = (float)Random.Range(45, 75);
         LevelLighting.wind        = (float)Random.Range(0, 360);
         if (Provider.isServer)
         {
             LightingManager.load();
             this.updateLighting();
             Level.isLoadingLighting = false;
         }
     }
 }