public static WeatherTypes GetBattleWeather(WeatherEnum WorldWeather) { switch (WorldWeather) { case WeatherEnum.Blizzard: return(WeatherTypes.Hailstorm); case WeatherEnum.Snow: return(WeatherTypes.Snow); case WeatherEnum.Clear: return(WeatherTypes.Clear); case WeatherEnum.Fog: return(WeatherTypes.Foggy); case WeatherEnum.Rain: case WeatherEnum.Thunderstorm: return(WeatherTypes.Rain); case WeatherEnum.Sandstorm: return(WeatherTypes.Sandstorm); case WeatherEnum.Sunny: return(WeatherTypes.Sunny); case WeatherEnum.Underwater: return(WeatherTypes.Underwater); default: return(WeatherTypes.Clear); } }
private void ConfigWeather(WeatherEnum weather, GameObject go) { if (root == null) { root = new GameObject("WeatherRoot"); root.transform.position = Vector3.zero; root.layer = LayerMask.NameToLayer(LAYER_NAME); camera = new GameObject("Camera").AddComponent <Camera>(); camera.transform.parent = root.transform; camera.transform.localPosition = new Vector3(0, 0, -10); camera.cullingMask = LayerMask.GetMask(new string[] { LAYER_NAME }); camera.depth = 2; camera.clearFlags = CameraClearFlags.Depth; } GameObject weatherGO = GameUtils.CreateGameObject(root.transform, go); weatherGO.transform.position += new Vector3(0, 10, 0); if (dic.ContainsKey(weather)) { dic[weather] = weatherGO; } else { dic.Add(weather, weatherGO); } weatherGO.SetActive(true); }
private void Start() { var weatherList = new WeatherEnum[] { WeatherEnum.Thunder, WeatherEnum.Fire, WeatherEnum.Tornado, WeatherEnum.Icicle }; for (int i = 0; i < Mathf.Min(weatherPrehabs.Count(), weatherList.Count()); i++) { weatherDictionary.Add(weatherList[i], weatherPrehabs[i]); } }
public void StopWeather(WeatherEnum weather) { GameObject go; dic.TryGetValue(weather, out go); if (go != null) { go.SetActive(false); } }
public PlayerState currentPlayerState = PlayerState.Alive; // The variable. // Each enumerator has an int value that describes its position in the list. void DescribeWeather() { // The 0th element is the first one by default. WeatherEnum firstWeatherType = (WeatherEnum)0; // WeatherEnum lastWeatherType = (WeatherEnum)4; // This will print "Sunny". Debug.Log(firstWeatherType); }
private WeatherEnum AddWeatherPeriod(WeatherEnum weatherType) { WeatherPeriod weatherPeriod = WeatherPeriods.Find(period => period.WeatherType == weatherType); if (weatherPeriod != null) { weatherPeriod.AmountPeriods++; } else { WeatherPeriods.Add(new WeatherPeriod { WeatherType = weatherType, AmountPeriods = 1 }); } return(weatherType); }
public void ChangeWeather(List <string> commandArgs) { switch (commandArgs[0]) { case "Sunny": this.weather = WeatherEnum.Sunny; break; case "Foggy": this.weather = WeatherEnum.Foggy; break; case "Rainy": this.weather = WeatherEnum.Rainy; break; } }
public void SetWeatherForXDays(int days, int nFractionalDigits) { double maxPerimeter = 0.0; //Maximum perimeter int maxRainDay = -1; //Day of maximum rain WeatherEnum lastWeatherType = 0; //Last weather type //Sort planets by distance to star in descending order Planets.Sort((planet1, planet2) => planet2.StarDistance.CompareTo(planet1.StarDistance)); for (int day = 1; day <= days; day++) { Weather weather = GetWeather(day, ref maxPerimeter, ref maxRainDay, nFractionalDigits); WeatherList.Add(weather); if (weather.WeatherType != lastWeatherType) { lastWeatherType = AddWeatherPeriod(weather.WeatherType); //Set new weather type as last weather type } } SetMaxRain(WeatherList, maxRainDay); }
public static int GetWeatherTypeFromWeather(WeatherEnum weather) { switch (weather) { case WeatherEnum.Clear: return(1); case WeatherEnum.Rain: return(2); case WeatherEnum.Snow: return(3); case WeatherEnum.Underwater: return(4); case WeatherEnum.Sunny: return(5); case WeatherEnum.Fog: return(6); case WeatherEnum.Sandstorm: return(7); case WeatherEnum.Ash: return(8); case WeatherEnum.Blizzard: return(9); case WeatherEnum.Thunderstorm: return(10); default: return(0); } }
public void StartWeather(WeatherEnum weather) { if (weather == WeatherEnum.Null) { StopAll(); return; } GameObject go; dic.TryGetValue(weather, out go); if (go != null) { go.SetActive(true); } else { string path = FilePathTools.GetParticle(weather.ToString()); AssetsManager.Instance.LoadAssetAsync <GameObject>(path, (res) => { ConfigWeather(weather, res); }); } }
private void OnWeather(WeatherEnum weather) { switch (weather) { case WeatherEnum.Sunny: OnSunny(); break; case WeatherEnum.Rainy: OnRainy(); break; case WeatherEnum.Thunder: OnThunder(); break; case WeatherEnum.Sonwy: OnSnowy(); break; case WeatherEnum.None: break; } }
public abstract bool CanTravel(WeatherEnum weather);
public override bool CanTravel(WeatherEnum weather) { return(weather == WeatherEnum.SUNNY || weather == WeatherEnum.WINDY); }
public BaseWeather GetWeatherPrehabs(WeatherEnum weatherEnum) { return(weatherDictionary[weatherEnum]); }
public static void SetRenderDistance(EnvironmentTypeEnum environmentType, WeatherEnum weather) { if (weather == WeatherEnum.Fog) { Effect.FogStart = -40; Effect.FogEnd = 12; Camera.FarPlane = 15; goto endsub; } if (weather == WeatherEnum.Blizzard) { Effect.FogStart = -40; Effect.FogEnd = 20; Camera.FarPlane = 24; goto endsub; } if (weather == WeatherEnum.Thunderstorm) { Effect.FogStart = -40; Effect.FogEnd = 20; Camera.FarPlane = 24; goto endsub; } switch (environmentType) { case EnvironmentTypeEnum.Cave: case EnvironmentTypeEnum.Dark: case EnvironmentTypeEnum.Forest: switch (Core.GameOptions.RenderDistance) { case 0: Effect.FogStart = -2; Effect.FogEnd = 19; Camera.FarPlane = 20; break; case 1: Effect.FogStart = -2; Effect.FogEnd = 39; Camera.FarPlane = 40; break; case 2: Effect.FogStart = -2; Effect.FogEnd = 59; Camera.FarPlane = 60; break; case 3: Effect.FogStart = -5; Effect.FogEnd = 79; Camera.FarPlane = 80; break; case 4: Effect.FogStart = -20; Effect.FogEnd = 99; Camera.FarPlane = 100; break; } break; case EnvironmentTypeEnum.Inside: switch (Core.GameOptions.RenderDistance) { case 0: Effect.FogStart = 16; Effect.FogEnd = 19; Camera.FarPlane = 20; break; case 1: Effect.FogStart = 36; Effect.FogEnd = 39; Camera.FarPlane = 40; break; case 2: Effect.FogStart = 56; Effect.FogEnd = 59; Camera.FarPlane = 60; break; case 3: Effect.FogStart = 76; Effect.FogEnd = 79; Camera.FarPlane = 80; break; case 4: Effect.FogStart = 96; Effect.FogEnd = 99; Camera.FarPlane = 100; break; } break; case EnvironmentTypeEnum.Outside: //switch (World.World.GetTime) switch (DayTime.Night) { case DayTime.Night: switch (Core.GameOptions.RenderDistance) { case 0: Effect.FogStart = -2; Effect.FogEnd = 19; Camera.FarPlane = 20; break; case 1: Effect.FogStart = -2; Effect.FogEnd = 39; Camera.FarPlane = 40; break; case 2: Effect.FogStart = -2; Effect.FogEnd = 59; Camera.FarPlane = 60; break; case 3: Effect.FogStart = -5; Effect.FogEnd = 79; Camera.FarPlane = 80; break; case 4: Effect.FogStart = -20; Effect.FogEnd = 99; Camera.FarPlane = 100; break; } break; case DayTime.Morning: switch (Core.GameOptions.RenderDistance) { case 0: Screen.Effect.FogStart = 16; Screen.Effect.FogEnd = 19; Screen.Camera.FarPlane = 20; break; case 1: Screen.Effect.FogStart = 36; Screen.Effect.FogEnd = 39; Screen.Camera.FarPlane = 40; break; case 2: Screen.Effect.FogStart = 56; Screen.Effect.FogEnd = 59; Screen.Camera.FarPlane = 60; break; case 3: Screen.Effect.FogStart = 76; Screen.Effect.FogEnd = 79; Screen.Camera.FarPlane = 80; break; case 4: Screen.Effect.FogStart = 96; Screen.Effect.FogEnd = 99; Screen.Camera.FarPlane = 100; break; } break; case DayTime.Day: switch (Core.GameOptions.RenderDistance) { case 0: Screen.Effect.FogStart = 16; Screen.Effect.FogEnd = 19; Screen.Camera.FarPlane = 20; break; case 1: Screen.Effect.FogStart = 36; Screen.Effect.FogEnd = 39; Screen.Camera.FarPlane = 40; break; case 2: Screen.Effect.FogStart = 56; Screen.Effect.FogEnd = 59; Screen.Camera.FarPlane = 60; break; case 3: Screen.Effect.FogStart = 76; Screen.Effect.FogEnd = 79; Screen.Camera.FarPlane = 80; break; case 4: Screen.Effect.FogStart = 96; Screen.Effect.FogEnd = 99; Screen.Camera.FarPlane = 100; break; } break; case DayTime.Evening: switch (Core.GameOptions.RenderDistance) { case 0: Screen.Effect.FogStart = 0; Screen.Effect.FogEnd = 19; Screen.Camera.FarPlane = 20; break; case 1: Screen.Effect.FogStart = 0; Screen.Effect.FogEnd = 39; Screen.Camera.FarPlane = 40; break; case 2: Screen.Effect.FogStart = 0; Screen.Effect.FogEnd = 59; Screen.Camera.FarPlane = 60; break; case 3: Screen.Effect.FogStart = 0; Screen.Effect.FogEnd = 79; Screen.Camera.FarPlane = 80; break; case 4: Screen.Effect.FogStart = 0; Screen.Effect.FogEnd = 99; Screen.Camera.FarPlane = 100; break; } break; } break; case EnvironmentTypeEnum.Underwater: switch (Core.GameOptions.RenderDistance) { case 0: Effect.FogStart = 0; Effect.FogEnd = 19; Camera.FarPlane = 20; break; case 1: Effect.FogStart = 0; Effect.FogEnd = 39; Camera.FarPlane = 40; break; case 2: Effect.FogStart = 0; Effect.FogEnd = 59; Camera.FarPlane = 60; break; case 3: Effect.FogStart = 0; Effect.FogEnd = 79; Camera.FarPlane = 80; break; case 4: Effect.FogStart = 0; Effect.FogEnd = 99; Camera.FarPlane = 100; break; } break; } if (Core.GameOptions.RenderDistance >= 5) { Effect.FogStart = 999; Effect.FogEnd = 1000; Camera.FarPlane = 1000; } endsub: Camera.CreateNewProjection(Camera.FOV); }