Esempio n. 1
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 public void UpdateWeatherData(float time)
 {
     GlobalProperty.UpdateByTime(time);
     Ambient.UpdateByTime(time);
     Skybox.UpdateByTime(time);
     Particle.UpdateByTime(time);
 }
Esempio n. 2
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        public void AfterPlayWeather()
        {
            GlobalProperty.DisableKeywords();
            UpdateWeatherData(1);

            foreach (var pair in m_weatherControlDataDict)
            {
                pair.Value.EnableBehaviours(pair.Key == WeatherName);
            }
        }
Esempio n. 3
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        public void PlayWeather(string weatherName, System.Action completeCallback = null)
        {
            Stop();

            WeatherName = weatherName;
            WeatherControlData data = GetWeatherControlData(weatherName);

            data.EnableBehaviours(true);

            Particle.InitData(data.ParticleData, this.transform);
            GlobalProperty.InitData(data.GlobalPropertyData);
            Skybox.InitData(data.SkyboxData);
            Ambient.InitData(data.AmbientData, data.TimeData, m_weatherEffect, m_mainLight);

            m_coroutine = StartCoroutine(PlayWeather_Coroutine(completeCallback));
        }
 /// <summary>
 /// Sets a uniform for all shaders that contain this property.
 /// <para>Any future-initialized shaders will also have this uniform set.</para>
 /// </summary>
 /// <param name="property">The uniform.</param>
 /// <param name="value">The uniform value.</param>
 public static void Set <T>(GlobalProperty property, T value)
     where T : struct => ((UniformMapping <T>)global_properties[(int)property]).UpdateValue(ref value);
Esempio n. 5
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 private string getEncodedProperty(string type, string key)
 {
     return(Base64.decodeToString(GlobalProperty.getProperty(type, key)));
 }
Esempio n. 6
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 public void BeforePlayWeather()
 {
     GlobalProperty.EnableKeywords();
     UpdateWeatherData(0);
     Particle.Play();
 }