Esempio n. 1
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 private void WeatherUpdate()
 {
     this.nextUpdate         = EnviroSky.instance.currentTimeInHours + (double)this.WeatherUpdateIntervall;
     this.nextUpdateRealtime = Time.get_time() + this.WeatherUpdateIntervall * 60f;
     this.BuildNewWeatherList();
     this.lastActiveZoneWeatherPrefab    = this.currentActiveZoneWeatherPrefab;
     this.lastActiveZoneWeatherPreset    = this.currentActiveZoneWeatherPreset;
     this.currentActiveZoneWeatherPrefab = this.PossibiltyCheck();
     this.currentActiveZoneWeatherPreset = this.currentActiveZoneWeatherPrefab.weatherPreset;
     EnviroSky.instance.NotifyZoneWeatherChanged(this.currentActiveZoneWeatherPreset, this);
 }
Esempio n. 2
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    void WeatherUpdate()
    {
        nextUpdate         = EnviroSkyMgr.instance.GetCurrentTimeInHours() + WeatherUpdateIntervall;
        nextUpdateRealtime = Time.time + (WeatherUpdateIntervall * 60f);

        BuildNewWeatherList();

        lastActiveZoneWeatherPrefab    = currentActiveZoneWeatherPrefab;
        lastActiveZoneWeatherPreset    = currentActiveZoneWeatherPreset;
        currentActiveZoneWeatherPrefab = PossibiltyCheck();
        currentActiveZoneWeatherPreset = currentActiveZoneWeatherPrefab.weatherPreset;
        EnviroSkyMgr.instance.NotifyZoneWeatherChanged(currentActiveZoneWeatherPreset, this);
    }
Esempio n. 3
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    private void UpdateEffectSystems(EnviroWeatherPrefab id, bool withTransition)
    {
        if (id != null)
        {
            float speed = 500f * Time.deltaTime;

            if (withTransition)
            {
                speed = weatherSettings.effectTransitionSpeed * Time.deltaTime;
            }

            for (int i = 0; i < id.effectSystems.Count; i++)
            {
                if (id.effectSystems[i].isStopped)
                {
                    id.effectSystems[i].Play();
                }

                // Set EmissionRate
                float val = Mathf.Lerp(EnviroSkyMgr.instance.GetEmissionRate(id.effectSystems[i]), id.effectEmmisionRates[i] * qualitySettings.GlobalParticleEmissionRates, speed) * interiorZoneSettings.currentInteriorWeatherEffectMod;
                EnviroSkyMgr.instance.SetEmissionRate(id.effectSystems[i], val);
            }

            for (int i = 0; i < Weather.WeatherPrefabs.Count; i++)
            {
                if (Weather.WeatherPrefabs[i].gameObject != id.gameObject)
                {
                    for (int i2 = 0; i2 < Weather.WeatherPrefabs[i].effectSystems.Count; i2++)
                    {
                        float val2 = Mathf.Lerp(EnviroSkyMgr.instance.GetEmissionRate(Weather.WeatherPrefabs[i].effectSystems[i2]), 0f, speed);

                        if (val2 < 1f)
                        {
                            val2 = 0f;
                        }

                        EnviroSkyMgr.instance.SetEmissionRate(Weather.WeatherPrefabs[i].effectSystems[i2], val2);

                        if (val2 == 0f && !Weather.WeatherPrefabs[i].effectSystems[i2].isStopped)
                        {
                            Weather.WeatherPrefabs[i].effectSystems[i2].Stop();
                        }
                    }
                }
            }

            UpdateWeatherVariables(id.weatherPreset);
        }
    }
    private void UpdateWeatherEffects()
    {
        if (EnviroSky.instance.Weather.currentActiveWeatherPrefab == null || currentWeather == null)
        {
            return;
        }


        if (EnviroSky.instance.Weather.currentActiveWeatherPrefab.weatherPreset != currentWeather.weatherPreset)
        {
            for (int i = 0; i < zoneWeather.Count; i++)
            {
                if (zoneWeather[i].weatherPreset == EnviroSky.instance.Weather.currentActiveWeatherPrefab.weatherPreset)
                {
                    currentWeather = zoneWeather[i];
                }
            }
        }

        UpdateEffectSystems(currentWeather, true);
    }
Esempio n. 5
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    public void CreateZoneWeatherTypeList()
    {
        // Add new WeatherPrefabs
        for (int i = 0; i < zoneWeatherPresets.Count; i++)
        {
            if (zoneWeatherPresets [i] == null)
            {
                Debug.Log("Warning! Missing Weather Preset in Zone: " + this.zoneName);
                return;
            }

            bool addThis = true;
            for (int i2 = 0; i2 < EnviroSkyMgr.instance.GetCurrentWeatherPresetList().Count; i2++)
            {
                if (zoneWeatherPresets [i] == EnviroSkyMgr.instance.GetCurrentWeatherPresetList()[i2])
                {
                    addThis = false;
                    zoneWeather.Add(EnviroSkyMgr.instance.GetCurrentWeatherPrefabList()[i2]);
                }
            }

            if (addThis)
            {
                GameObject          wPrefab = new GameObject();
                EnviroWeatherPrefab wP      = wPrefab.AddComponent <EnviroWeatherPrefab> ();
                wP.weatherPreset = zoneWeatherPresets [i];
                wPrefab.name     = wP.weatherPreset.Name;

                // Check and create particle systems.
                for (int w = 0; w < wP.weatherPreset.effectSystems.Count; w++)
                {
                    if (wP.weatherPreset.effectSystems [w] == null || wP.weatherPreset.effectSystems [w].prefab == null)
                    {
                        Debug.Log("Warning! Missing Particle System Entry: " + wP.weatherPreset.Name);
                        Destroy(wPrefab);
                        return;
                    }
                    GameObject eS = (GameObject)Instantiate(wP.weatherPreset.effectSystems [w].prefab, wPrefab.transform);
                    eS.transform.localPosition    = wP.weatherPreset.effectSystems [w].localPositionOffset;
                    eS.transform.localEulerAngles = wP.weatherPreset.effectSystems [w].localRotationOffset;
                    ParticleSystem pS = eS.GetComponent <ParticleSystem> ();

                    if (pS != null)
                    {
                        wP.effectSystems.Add(pS);
                    }
                    else
                    {
                        pS = eS.GetComponentInChildren <ParticleSystem> ();
                        if (pS != null)
                        {
                            wP.effectSystems.Add(pS);
                        }
                        else
                        {
                            Debug.Log("No Particle System found in prefab in weather preset: " + wP.weatherPreset.Name);
                            Destroy(wPrefab);
                            return;
                        }
                    }
                }
                wP.effectEmmisionRates.Clear();
                wPrefab.transform.parent        = EnviroSkyMgr.instance.GetVFXHolder().transform;
                wPrefab.transform.localPosition = Vector3.zero;
                wPrefab.transform.localRotation = Quaternion.identity;
                zoneWeather.Add(wP);

                EnviroSkyMgr.instance.GetCurrentWeatherPrefabList().Add(wP);
                EnviroSkyMgr.instance.GetCurrentWeatherPresetList().Add(zoneWeatherPresets [i]);
            }
        }

        // Setup Particle Systems Emission Rates
        for (int i = 0; i < zoneWeather.Count; i++)
        {
            for (int i2 = 0; i2 < zoneWeather[i].effectSystems.Count; i2++)
            {
                zoneWeather[i].effectEmmisionRates.Add(EnviroSkyMgr.instance.GetEmissionRate(zoneWeather[i].effectSystems[i2]));
                EnviroSkyMgr.instance.SetEmissionRate(zoneWeather[i].effectSystems[i2], 0f);
            }
        }

        //Set initial weather
        if (isDefault && EnviroSkyMgr.instance.GetStartWeatherPreset() != null)
        {
            EnviroSkyMgr.instance.ChangeWeatherInstant(EnviroSkyMgr.instance.GetStartWeatherPreset());

            for (int i = 0; i < zoneWeather.Count; i++)
            {
                if (zoneWeather[i].weatherPreset == EnviroSkyMgr.instance.GetStartWeatherPreset())
                {
                    currentActiveZoneWeatherPrefab = zoneWeather[i];
                    lastActiveZoneWeatherPrefab    = zoneWeather[i];
                }
            }
            currentActiveZoneWeatherPreset = EnviroSkyMgr.instance.GetStartWeatherPreset();
            lastActiveZoneWeatherPreset    = EnviroSkyMgr.instance.GetStartWeatherPreset();
        }
        else
        {
            currentActiveZoneWeatherPrefab = zoneWeather [0];
            lastActiveZoneWeatherPrefab    = zoneWeather [0];
            currentActiveZoneWeatherPreset = zoneWeatherPresets [0];
            lastActiveZoneWeatherPreset    = zoneWeatherPresets [0];
        }

        nextUpdate = EnviroSkyMgr.instance.GetCurrentTimeInHours() + WeatherUpdateIntervall;
    }
Esempio n. 6
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 /// <summary>
 /// Changes clouds, fog and particle effects to current weather settings instantly.
 /// </summary>
 public void InstantWeatherChange(EnviroWeatherPreset preset, EnviroWeatherPrefab prefab)
 {
     UpdateClouds(preset, false);
     UpdateFog(preset, false);
     UpdateEffectSystems(prefab, false);
 }
    IEnumerator SetupWeatherEffects()
    {
        yield return(new WaitForSeconds(1f));

        for (int i = 0; i < EnviroSky.instance.Weather.weatherPresets.Count; i++)
        {
            //Create Weather Prefab
            GameObject          wPrefab = new GameObject();
            EnviroWeatherPrefab wP      = wPrefab.AddComponent <EnviroWeatherPrefab>();
            wP.weatherPreset = EnviroSky.instance.Weather.weatherPresets[i];
            wPrefab.name     = wP.weatherPreset.Name;

            //Add Particle Effects
            for (int w = 0; w < wP.weatherPreset.effectSystems.Count; w++)
            {
                if (wP.weatherPreset.effectSystems[w] == null || wP.weatherPreset.effectSystems[w].prefab == null)
                {
                    Debug.Log("Warning! Missing Particle System Entry: " + wP.weatherPreset.Name);
                    Destroy(wPrefab);
                    break;
                }
                GameObject eS = (GameObject)Instantiate(wP.weatherPreset.effectSystems[w].prefab, wPrefab.transform);
                eS.transform.localPosition    = wP.weatherPreset.effectSystems[w].localPositionOffset;
                eS.transform.localEulerAngles = wP.weatherPreset.effectSystems[w].localRotationOffset;
                ParticleSystem pS = eS.GetComponent <ParticleSystem>();

                if (pS != null)
                {
                    wP.effectSystems.Add(pS);
                }
                else
                {
                    pS = eS.GetComponentInChildren <ParticleSystem>();
                    if (pS != null)
                    {
                        wP.effectSystems.Add(pS);
                    }
                    else
                    {
                        Debug.Log("No Particle System found in prefab in weather preset: " + wP.weatherPreset.Name);
                        Destroy(wPrefab);
                        break;
                    }
                }
            }
            wP.effectEmmisionRates.Clear();
            wPrefab.transform.parent        = VFX.transform;
            wPrefab.transform.localPosition = Vector3.zero;
            wPrefab.transform.localRotation = Quaternion.identity;
            zoneWeather.Add(wP);
        }

        // Setup Particle Systems Emission Rates
        for (int i = 0; i < zoneWeather.Count; i++)
        {
            for (int i2 = 0; i2 < zoneWeather[i].effectSystems.Count; i2++)
            {
                zoneWeather[i].effectEmmisionRates.Add(EnviroSkyMgr.instance.GetEmissionRate(zoneWeather[i].effectSystems[i2]));
                EnviroSkyMgr.instance.SetEmissionRate(zoneWeather[i].effectSystems[i2], 0f);
            }
        }

        //Set Current Weather
        if (EnviroSky.instance.Weather.currentActiveWeatherPrefab != null)
        {
            for (int i = 0; i < zoneWeather.Count; i++)
            {
                if (zoneWeather[i].weatherPreset == EnviroSky.instance.Weather.currentActiveWeatherPrefab.weatherPreset)
                {
                    currentWeather = zoneWeather[i];
                }
            }
        }
    }
Esempio n. 8
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 public void CreateZoneWeatherTypeList()
 {
     for (int index1 = 0; index1 < this.zoneWeatherPresets.Count; ++index1)
     {
         if (Object.op_Equality((Object)this.zoneWeatherPresets[index1], (Object)null))
         {
             Debug.Log((object)("Warning! Missing Weather Preset in Zone: " + this.zoneName));
             return;
         }
         bool flag = true;
         for (int index2 = 0; index2 < EnviroSky.instance.Weather.weatherPresets.Count; ++index2)
         {
             if (Object.op_Equality((Object)this.zoneWeatherPresets[index1], (Object)EnviroSky.instance.Weather.weatherPresets[index2]))
             {
                 flag = false;
                 this.zoneWeather.Add(EnviroSky.instance.Weather.WeatherPrefabs[index2]);
             }
         }
         if (Object.op_Equality((Object)EnviroSky.instance.Weather.VFXHolder, (Object)null))
         {
             flag = false;
         }
         if (flag)
         {
             GameObject          gameObject          = new GameObject();
             EnviroWeatherPrefab enviroWeatherPrefab = (EnviroWeatherPrefab)gameObject.AddComponent <EnviroWeatherPrefab>();
             enviroWeatherPrefab.weatherPreset = this.zoneWeatherPresets[index1];
             ((Object)gameObject).set_name(enviroWeatherPrefab.weatherPreset.Name);
             enviroWeatherPrefab.effectEmmisionRates.Clear();
             gameObject.get_transform().set_parent(EnviroSky.instance.Weather.VFXHolder.get_transform());
             gameObject.get_transform().set_localPosition(Vector3.get_zero());
             gameObject.get_transform().set_localRotation(Quaternion.get_identity());
             this.zoneWeather.Add(enviroWeatherPrefab);
             EnviroSky.instance.Weather.WeatherPrefabs.Add(enviroWeatherPrefab);
             EnviroSky.instance.Weather.weatherPresets.Add(this.zoneWeatherPresets[index1]);
         }
     }
     for (int index1 = 0; index1 < this.zoneWeather.Count; ++index1)
     {
         for (int index2 = 0; index2 < this.zoneWeather[index1].effectSystems.Count; ++index2)
         {
             this.zoneWeather[index1].effectEmmisionRates.Add(EnviroSky.GetEmissionRate(this.zoneWeather[index1].effectSystems[index2]));
             EnviroSky.SetEmissionRate(this.zoneWeather[index1].effectSystems[index2], 0.0f);
         }
     }
     if (this.isDefault && Object.op_Inequality((Object)EnviroSky.instance.Weather.startWeatherPreset, (Object)null))
     {
         EnviroSky.instance.SetWeatherOverwrite(EnviroSky.instance.Weather.startWeatherPreset);
         for (int index = 0; index < this.zoneWeather.Count; ++index)
         {
             if (Object.op_Equality((Object)this.zoneWeather[index].weatherPreset, (Object)EnviroSky.instance.Weather.startWeatherPreset))
             {
                 this.currentActiveZoneWeatherPrefab = this.zoneWeather[index];
                 this.lastActiveZoneWeatherPrefab    = this.zoneWeather[index];
             }
         }
         this.currentActiveZoneWeatherPreset = EnviroSky.instance.Weather.startWeatherPreset;
         this.lastActiveZoneWeatherPreset    = EnviroSky.instance.Weather.startWeatherPreset;
     }
     else
     {
         this.currentActiveZoneWeatherPrefab = this.zoneWeather[0];
         this.lastActiveZoneWeatherPrefab    = this.zoneWeather[0];
         this.currentActiveZoneWeatherPreset = this.zoneWeatherPresets[0];
         this.lastActiveZoneWeatherPreset    = this.zoneWeatherPresets[0];
     }
     this.nextUpdate = EnviroSky.instance.currentTimeInHours + (double)this.WeatherUpdateIntervall;
 }