Example #1
0
        protected virtual void Update()
        {
#if DEBUG
            if (RainFallParticleSystem == null)
            {
                Debug.LogError("Rain fall particle system must be set to a particle system");
                return;
            }
#endif

            CheckForRainChange();
            UpdateWind();
            if (audioSourceRainLight != null)
            {
                audioSourceRainLight.Update();
            }

            if (audioSourceRainMedium != null)
            {
                audioSourceRainMedium.Update();
            }


            if (audioSourceRainHeavy != null)
            {
                audioSourceRainHeavy.Update();
            }
        }
Example #2
0
        private void UpdateWind()
        {
            if (EnableWind && WindZone != null && WindSpeedRange.y > 1.0f)
            {
                WindZone.gameObject.SetActive(true);
                if (FollowCamera)
                {
                    WindZone.transform.position = Camera.transform.position;
                }
                if (!Camera.orthographic)
                {
                    WindZone.transform.Translate(0.0f, WindZone.radius, 0.0f);
                }
                if (nextWindTime < Time.time)
                {
                    WindZone.windMain       = UnityEngine.Random.Range(WindSpeedRange.x, WindSpeedRange.y);
                    WindZone.windTurbulence = UnityEngine.Random.Range(WindSpeedRange.x, WindSpeedRange.y);
                    if (Camera.orthographic)
                    {
                        int val = UnityEngine.Random.Range(0, 2);
                        WindZone.transform.rotation = Quaternion.Euler(0.0f, (val == 0 ? 90.0f : -90.0f), 0.0f);
                    }
                    else
                    {
                        WindZone.transform.rotation = Quaternion.Euler(UnityEngine.Random.Range(-30.0f, 30.0f), UnityEngine.Random.Range(0.0f, 360.0f), 0.0f);
                    }
                    nextWindTime = Time.time + UnityEngine.Random.Range(WindChangeInterval.x, WindChangeInterval.y);
                    if (audioSourceWind != null)
                    {
                        audioSourceWind.Play((WindZone.windMain / WindSpeedRange.z) * WindSoundVolumeModifier);
                    }
                }
            }
            else
            {
                if (WindZone != null)
                {
                    WindZone.gameObject.SetActive(false);
                }

                if (audioSourceWind != null)
                {
                    audioSourceWind.Stop();
                }
            }
            if (audioSourceWind != null)
            {
                audioSourceWind.Update();
            }
        }
Example #3
0
        private void UpdateWind()
        {
            if (EnableWind && WindZone != null && WindSpeedRange.y > 1.0f)
            {
                audioSourceWind.Play((WindZone.windMain / WindSpeedRange.z) * WindSoundVolumeModifier);
            }
            else
            {
                if (WindZone != null)
                {
                    WindZone.gameObject.SetActive(false);
                }
                audioSourceWind.Stop();
            }

            audioSourceWind.Update();
        }
        protected virtual void Update()
        {
//#if DEBUG
//
//            if (RainFallParticleSystem == null)
//            {
//                Debug.LogError("Rain fall particle system must be set to a particle system");
//                return;
//            }
//
//#endif

            CheckForRainChange();
            UpdateWind();
            audioSourceRainLight.Update();
            audioSourceRainMedium.Update();
            audioSourceRainHeavy.Update();
        }
Example #5
0
        protected virtual void Update()
        {
            if (Camera == null)
            {
                Camera = Camera.main;
                Debug.Log("Camera set to main");
            }

#if DEBUG
            if (RainFallParticleSystem == null)
            {
                Debug.LogError("Rain fall particle system must be set to a particle system");
                return;
            }
#endif

            CheckForRainChange();
            UpdateWind();
            audioSourceRainLight.Update();
            audioSourceRainMedium.Update();
            audioSourceRainHeavy.Update();
        }