public override void _Ready() { base._Ready(); WorldEnvironment we = GetNode(Game.WORLD_ENVIRO_PATH) as WorldEnvironment; Godot.Environment env = we.GetEnvironment(); env.SetBackground(Godot.Environment.BGMode.Sky); sky = env.GetSky() as ProceduralSky; sky.SetSkyCurve(0.3f); sky.SetGroundCurve(0.3f); }
public override void _Ready() { base._Ready(); WorldEnvironment we = GetNode(Game.WORLD_ENVIRO_PATH) as WorldEnvironment; Godot.Environment env = we.GetEnvironment(); env.SetBackground(Godot.Environment.BGMode.Sky); sky = env.GetSky() as ProceduralSky; sky.SetSkyCurve(0.3f); sky.SetGroundCurve(0.3f); status = Status.DORMANT; dm = GetNode(Game.NATURAL_DISASTERS_PATH) as DisasterManager; }
public override void _Ready() { WorldEnv = GetTree().Root.GetNode <WorldEnvironment>("RuntimeRoot/WorldEnvironment").Environment; WorldSky = WorldEnv.BackgroundSky as ProceduralSky; }