/// <summary> /// 随机化一个天气 /// </summary> public WeatherBean RandomWeather() { WeatherTypeEnum weatherStatusRandom = WeatherTypeEnum.Sunny; GameTimeHandler.Instance.GetTime(out int year, out int month, out int day); float weatherRate = UnityEngine.Random.Range(0f, 1f); if (weatherRate <= 0.5f) { weatherStatusRandom = WeatherTypeEnum.Sunny; } else if (weatherRate > 0.5f && weatherRate <= 0.8f) { weatherStatusRandom = WeatherTypeEnum.Cloudy; } else { List <WeatherTypeEnum> listWeather = WeatherTypeEnumTools.GetWeahterListByMonth(month); weatherStatusRandom = RandomUtil.GetRandomDataByList(listWeather); } WeatherBean weatherData = new WeatherBean(weatherStatusRandom); SetWeather(weatherData); return(weatherData); }
/// <summary> /// 设置天气 /// </summary> /// <param name="weather"></param> public void SetWeather(WeatherTypeEnum weather) { this.weather = weather; if (tvWeather != null) { tvWeather.text = WeatherTypeEnumTools.GetWeahterName(weather); } }
public float weatherAddition; //天气加成 public WeatherBean(WeatherTypeEnum weatherType) { this.weatherType = weatherType; weatherAddition = WeatherTypeEnumTools.GetWeatherAddition(weatherType); weatherSize = 1; }