/// <summary> /// Adds details of an asset to the report. /// </summary> /// <param name="shader">The shader-using asset to report on.</param> internal void Append(ManagedAsset shader) => report .AppendRightPad(shader.Info.IsStatic ? YES : NO, 7) .AppendRightPad(shader.Info.IsAlwaysOn ? YES : NO, 9) .AppendRightPad(shader.Info.IsRemotelyControlled ? YES : NO, 7) .AppendRightPad(shader.Info.OverlapsMidnight ? YES : NO, 8) .AppendRightPad(shader.Info.IsDayTimeOnly ? YES : NO, 8) .AppendRightPad(shader.Info.IsNightTimeOnly ? YES : NO, 10) .AppendRightPad(shader.Info.IsToggledByTwilight ? YES : NO, 9) .Append(shader) .Append(" '").Append(shader.Info).AppendLine("'");
private void RefreshAssetVisibility(ManagedAsset asset) { if (asset.Info.IsToggledByTwilight) { Debug.Log($"[AdditiveShader] - {asset.TypeOfAsset} Refresh by twilight: {isNightTime}"); asset.SetVisibleByTwilight(isNightTime); } else if (!asset.Info.IsStatic) { Debug.Log($"[AdditiveShader] - {asset.TypeOfAsset} Refresh by time: {Singleton<SimulationManager>.instance.m_currentDayTimeHour}"); asset.SetVisibleByTime(Singleton <SimulationManager> .instance.m_currentDayTimeHour); } else if (asset.Info.IsAlwaysOn) { Debug.Log($"[AdditiveShader] - {asset.TypeOfAsset} Refresh as AlwaysOn"); asset.SetVisible(true); } }