private void SetUpEffects(bool isNight) { var behaviors = Camera.main?.GetComponents <MonoBehaviour>(); if (behaviors == null) { return; } foreach (var behavior in behaviors) { switch (behavior) { case FogEffect fe: { fe.enabled = !isNight; if (fe.enabled) { DaylightClassic.ReplaceFogColorImpl(false); } break; } case DayNightFogEffect dnfe: { dnfe.enabled = isNight; if (dnfe.enabled) { DaylightClassic.ReplaceFogColorImpl(OptionsWrapper <Options> .Options.FogColor); } break; } } } _previousFogColorState = OptionsWrapper <Options> .Options.FogColor; }
public override void OnLevelLoaded(LoadMode mode) { base.OnLevelLoaded(mode); DaylightClassic.Initialize(); DaylightClassic.ReplaceFogEffect(OptionsWrapper <Options> .Options.FogEffect); DaylightClassic.ReplaceSunlightColor(OptionsWrapper <Options> .Options.SunlightColor); DaylightClassic.ReplaceSunlightIntensity(OptionsWrapper <Options> .Options.SunlightIntensity); DaylightClassic.ReplaceLuts(OptionsWrapper <Options> .Options.StockLuts); DaylightClassic.ReplaceLatLong(OptionsWrapper <Options> .Options.SunPosition); DaylightClassic.ReplaceFogColor(OptionsWrapper <Options> .Options.FogColor); }
public override void OnLevelUnloading() { base.OnLevelUnloading(); DaylightClassic.ReplaceFogEffect(false); DaylightClassic.ReplaceSunlightColor(false); DaylightClassic.ReplaceSunlightIntensity(false); DaylightClassic.ReplaceLuts(false); DaylightClassic.ReplaceLatLong(false); DaylightClassic.ReplaceFogColor(false); DaylightClassic.Reset(); }
public void Update() { if (!_previousWaveLengths.Equals(WaveLengthsClassic) || !_previousSkyTint.Equals(SkyTintClassic)) { if (DaylightClassic.ReplaceFogColor(OptionsWrapper <Options> .Options.FogColor)) { _previousWaveLengths = WaveLengthsClassic; _previousSkyTint = SkyTintClassic; } } #if DEBUG if ((!Input.GetKey(KeyCode.RightShift) && !Input.GetKey(KeyCode.LeftShift)) || !Input.GetKeyDown(KeyCode.E)) { return; } var previousState = OptionsHolder.Options.fogEffect; var newState = !previousState; DaylightClassic.ReplaceFogEffect(newState); OptionsHolder.Options.fogEffect = newState; #endif }