// Update is called once per frame void Update() { if (!FogScript.isVisible && fogToday) { StartCoroutine(FogScript.FadeIn()); } if (GameLibOfMethods.isPlayerInside) { foreach (ParticleSystemRenderer weather in WeatherRenderers) { //weather.sortingOrder = 0; //weather.material.renderQueue = 2450; //renderQueue = 2450; weather.sortingOrder = 11; weather.material.renderQueue = 3000; renderQueue = 3000; } } else { foreach (ParticleSystemRenderer weather in WeatherRenderers) { weather.sortingOrder = 11; weather.material.renderQueue = 3000; renderQueue = 3000; } } }
private void AdjustFog() { fog.DensityBeforeFadingAway = Random.Range(0.4f, 0.6f); fog.Size = Random.Range(2f, 8f); owner.StartCoroutine(fog.FadeIn()); }
// Update is called once per frame void Update() { if (!FogScript.isVisible && fogToday) { StartCoroutine(FogScript.FadeIn()); } foreach (ParticleSystemRenderer weather in WeatherRenderers) { weather.sortingOrder = 11; weather.material.renderQueue = 3000; renderQueue = 3000; } }