public void meteoChange(IMeteoStatus status) { Thorn.SetActive(true); Material[] materialArray = renderer.materials; if (status.getTemperature() < 10.0) { Thorn.SetActive(false); } else if (status.getTemperature() > 25.5) { Thorn.SetActive(false); } else { materialArray[0] = baseMaterial; } switch (status.getWeatherType()) { case WeatherType.SNOW: Thorn.SetActive(false); break; default: break; } renderer.materials = materialArray; }
public void meteoChange(IMeteoStatus status) { CloudDisappear(); if (status.getTemperature() < 10.0) { } else if (status.getTemperature() > 25.5) { } else { } switch (status.getWeatherType()) { case WeatherType.SNOW: CloudDisappear(); break; case WeatherType.RAIN: CloudAppear(); break; default: CloudDisappear(); break; } }
public void meteoChange(IMeteoStatus status) { Material[] materialArray = renderer.materials; if (status.getTemperature() < 10.0) { materialArray[1] = ColdMaterial; } else if (status.getTemperature() > 25.5) { materialArray[1] = HotMaterial; } else { materialArray[1] = baseMaterial; } switch (status.getWeatherType()) { case WeatherType.SNOW: materialArray[1] = SnowMaterial; break; default: break; } renderer.materials = materialArray; }
public void meteoChange(IMeteoStatus status) { Node[] nodes = this.gameObject.GetComponentsInChildren <Node>(); MeshCollider collider = this.gameObject.GetComponent <MeshCollider>(); Water water = this.gameObject.GetComponent <Water>(); Material[] materialArray = renderer.materials; if (status.getTemperature() < 10.0) { collider.enabled = true; liquid.moving = false; foreach (var item in nodes) { item.cubeWalkable = true; } materialArray[0] = IceMaterial; } else if (status.getTemperature() > 25.5) { collider.enabled = false; liquid.moving = true; foreach (var item in nodes) { item.cubeWalkable = false; } materialArray[0] = baseMaterial; } else { collider.enabled = false; liquid.moving = true; foreach (var item in nodes) { item.cubeWalkable = false; } materialArray[0] = baseMaterial; } switch (status.getWeatherType()) { case WeatherType.SNOW: materialArray[0] = IceMaterial; collider.enabled = true; liquid.moving = false; foreach (var item in nodes) { item.cubeWalkable = true; } break; default: break; } renderer.materials = materialArray; }
public void meteoChange(IMeteoStatus status) { PauseEverything(); if (status.getWeatherType() == WeatherType.NO) { if (hasWater) { waterFlow.UnPause(); } } if (status.getWeatherType() == WeatherType.RAIN) { if (hasWater) { waterFlow.UnPause(); } } if (status.getWeatherType() == WeatherType.SNOW) { if (hasWater) { waterFlow.Pause(); } } if (status.getTemperature() < 10.0) { if (hasWater) { waterFlow.Pause(); } } else if (status.getTemperature() > 25.5) { if (hasWater) { waterFlow.UnPause(); } } }
public void meteoChange(IMeteoStatus status) { if (status.getTemperature() < 10.0) { currentStep = coldStep; } else if (status.getTemperature() > 25.5) { currentStep = hotStep; } if (status.getWeatherType() == WeatherType.NO) { currentStep = normalStep; } if (status.getWeatherType() == WeatherType.RAIN) { currentStep = rainStep; } if (status.getWeatherType() == WeatherType.SNOW) { currentStep = snowStep; } }