private void Update() { UpdateMainThreadActions(); #if UNITY_EDITOR if (transform.position != Vector3.zero || transform.localScale != Vector3.one || transform.rotation != Quaternion.identity) { Debug.LogError("For correct rendering, weather maker prefab should have position and rotation of 0, and scale of 1."); } if (_WeatherProfile != lastProfile) { if (WeatherProfileChanged != null) { WeatherProfileChanged.Invoke(lastProfile, _WeatherProfile); } lastProfile = _WeatherProfile; UpdateWeatherProfile(); } if (Application.isPlaying) { #endif CheckForPrecipitationChange(); UpdateCollision(); UpdateClouds(); #if UNITY_EDITOR } #endif UpdateShaders(); UpdateCameras(); }
private void Update() { UpdateMainThreadActions(); #if UNITY_EDITOR if (transform.position != Vector3.zero || transform.localScale != Vector3.one || transform.rotation != Quaternion.identity) { Debug.LogError("For correct rendering, weather maker prefab should have position and rotation of 0, and scale of 1."); } #endif // only for editor mode, detect when inspector has dragged in a new profile if (_WeatherProfile != lastProfile) { if (WeatherProfileChanged != null) { WeatherProfileChanged.Invoke(lastProfile, _WeatherProfile); } lastProfile = _WeatherProfile; UpdateWeatherProfile(); } #if UNITY_EDITOR if (Application.isPlaying) { #endif CheckForPrecipitationChange(); UpdateCollision(); UpdateClouds(); #if UNITY_EDITOR } #endif UpdateShaders(); UpdateCameras(); LightManagerScript.Sun = Sun; LightManagerScript.Moons = Moons; }