void EnsureFogDataCreated() { if (Fog == null) { Fog = new FogData(); } }
public void RemoveFogAndMarkers() { foreach (Transform child in transform) { FogData fg = child.GetComponent <FogData>(); if (fg != null) { Destroy(child.gameObject); } } var objs = FindObjectsOfType <SpawnMarker>(); foreach (var ob in objs) { if (ob.name.Contains("SPAWNMARKER")) { Destroy(ob.gameObject); } if (ob.name == "STARTMARKER") { ob.gameObject.SetActive(false); } } }
private static void ToggleFog() { // Commented out code from previous fog set up. "Toggle Render Features". //var renderPipeline = AssetDatabase.LoadAssetAtPath<ForwardRendererData>("Assets/Settings/Renderer Data/Main Renderer.asset"); //foreach (var feature in renderPipeline.rendererFeatures) //{ // feature.SetActive(!feature.isActive); //} FogData.SetNULLFog(); }
// // Environment // // #region Environment public static void SetFog(FogData fogData) { RenderSettings.fog = fogData.fogEnabled; RenderSettings.fogColor = fogData.fogColor; RenderSettings.fogMode = fogData.fogMode; RenderSettings.fogDensity = fogData.fogDensity; RenderSettings.fogStartDistance = fogData.linearFogStart; RenderSettings.fogEndDistance = fogData.linearFogEnd; RenderSettings.ambientLight = fogData.ambientColor; }
public void RemoveFog(string chName) { foreach (Transform child in transform) { FogData fg = child.GetComponent <FogData>(); if (fg != null && fg.chapterName == chName) { GameObject.Destroy(child.gameObject); } } }
public void RestoreGame(bool fromTemp = false) { Debug.Log("Restoring..."); GameState gameState; if (fromTemp) { gameState = GameState.LoadStateTemp(scenario); } else { gameState = GameState.LoadState(Bootstrap.gameStarter.saveStateIndex); } if (gameState == null) { ShowError("Could not restore - gamestate is null"); return; } //restore data RemoveFogAndMarkers(); gameState.campaignState?.SetState(); gameState.partyState.SetState(); endTurnButton.SetState(scenario, gameState.partyState); triggerManager.SetState(gameState.triggerState); objectiveManager.SetState(gameState.objectiveState); chapterManager.SetState(gameState.chapterState); FindObjectOfType <CamControl>().SetState(gameState.camState); tileManager.SetState(gameState.tileState); interactionManager.SetState(gameState.interactionState); FindObjectOfType <MonsterManager>().SetState(gameState.monsterState); foreach (FogState fs in gameState.partyState.fogList) { GameObject fog = Instantiate(tileManager.fogPrefab, transform); FogData fg = fog.GetComponent <FogData>(); fg.chapterName = fs.chapterName; fog.transform.position = fs.globalPosition; } uiControl.interactable = true; Debug.Log("Restored Game"); }
public List <FogState> GetFogState() { List <FogState> flist = new List <FogState>(); foreach (Transform child in transform) { FogData fg = child.GetComponent <FogData>(); if (fg != null) { FogState fs = new FogState() { globalPosition = fg.transform.position, chapterName = fg.chapterName }; flist.Add(fs); } } return(flist); }
/// <summary> /// Main fog update function that should be called in the level. Corrects the level fog data values, generates and then applies the fog table. /// </summary> public void UpdateFogData(FogData LevelFogData) { float fogstart; // [esp+0h] [ebp-8h] float fogend; // [esp+4h] [ebp-4h] fogstart = LevelFogData.FogStart; fogend = LevelFogData.FogEnd; if (LevelFogData.FogStart > 0.0) { fogstart = -LevelFogData.FogStart; } if (LevelFogData.FogEnd > 0.0) { fogend = -LevelFogData.FogEnd; } njGenerateFogTable3(fogstart, fogend); njSetFogTable(FogTable); }
public void BuildScenario() { ChapterManager cm = FindObjectOfType <ChapterManager>(); List <TileGroup> TGList = new List <TileGroup>(); //build ALL chapter tilegroups foreach (Chapter c in cm.chapterList) { //build the tiles in the tg TileGroup tg = c.tileGroup = CreateGroupFromChapter(c); if (tg == null) { Debug.Log("WARNING::BuildScenario::Chapter has no tiles: " + c.dataName); return; } TGList.Add(tg); } //all non-dynamic tiles excluding start foreach (TileGroup tg in TGList.Where(x => !x.GetChapter().isDynamic&& x.GetChapter().dataName != "Start")) { //try attaching tg to oldest tg already on board foreach (TileGroup tilegroup in TGList.Where(x => !x.GetChapter().isDynamic&& x.GUID != tg.GUID)) //every non-dynamic { bool success = tg.AttachTo(tilegroup); if (success) { Debug.Log("***ATTACHING " + tg.GetChapter().dataName + " to " + tilegroup.GetChapter().dataName); GameObject fog = Instantiate(fogPrefab, transform); FogData fg = fog.GetComponent <FogData>(); fg.chapterName = tg.GetChapter().dataName; fog.transform.position = tg.groupCenter.Y(.5f); break; } } } }
public static WeatherData[] GenerateWeather(DateTime?equivalentDateTime, WeatherData weather = null) { if (equivalentDateTime.HasValue) { DateTime dateTime = equivalentDateTime.Value; int monthIdx = dateTime.Month - 1; if (weather == null) { weather = new WeatherData(); } List <WeatherData> weatherDatas = WeatherData.GenerateTemperature(dateTime, weather); weatherDatas = FogData.GenerateFog(dateTime, weatherDatas); weatherDatas = WindData.GenerateWind(dateTime, weatherDatas); weatherDatas = PrecipitationData.GeneratePrecipitation(dateTime, weatherDatas); return(weatherDatas.ToArray()); } return(null); }
public static void SetStageFogData(FogData data) { fogSettings.UpdateFogData(data); }