protected void ApplySettings( ModuleCloudLayer.CloudLayer _Layer, CLOUD_NOISE_PRESETS _Preset ) { string Path = ""; switch ( _Preset ) { case CLOUD_NOISE_PRESETS.STANDARD: Path = "Standard"; break; case CLOUD_NOISE_PRESETS.BUMPY: Path = "Bumpy"; break; case CLOUD_NOISE_PRESETS.WISPY: Path = "Wispy"; break; case CLOUD_NOISE_PRESETS.WEBBY: Path = "Webby"; break; } string FullPath = "CloudLayers/" + Path + "/Octave"; // Load and apply textures _Layer.NoiseTexture0 = Nuaj.Help.LoadTextureResource( FullPath + "0" ); _Layer.NoiseTexture1 = Nuaj.Help.LoadTextureResource( FullPath + "1" ); _Layer.NoiseTexture2 = Nuaj.Help.LoadTextureResource( FullPath + "2" ); _Layer.NoiseTexture3 = Nuaj.Help.LoadTextureResource( FullPath + "3" ); }
public ModuleEditorCloudLayer( ModuleCloudLayer _Module ) : base(_Module) { m_Module = _Module; }
/// <summary> /// Applies the cloud values /// </summary> /// <param name="_Owner"></param> /// <param name="_Cloud"></param> /// <param name="_Values"></param> /// <param name="_WeatherBalance"></param> public void Apply( NuajOrchestrator _Owner, ModuleCloudLayer.CloudLayer _Cloud ) { if ( !(_Cloud.Enabled=Enabled) ) return; _Cloud.Altitude = Altitude; _Cloud.Thickness = Thickness; _Cloud.Coverage = Coverage; _Cloud.Density = 0.02f * Density; _Cloud.NoiseTiling = 0.006f * NoiseTiling; _Cloud.AmplitudeFactor = NoiseAmplitude; _Cloud.FrequencyFactor = NoiseFrequency; // Setup wind _Cloud.WindDirectionAngle = _Owner.m_WindDirectionAngle; _Cloud.WindForce = _Owner.ComputeWindForce( _Cloud.Altitude ); }