private void LevelFinalizeInit()
        {
            base.Initialize();

            simSounds.Initialize();
            simParticles.Initialize();
            cloudRenderer = new CloudRenderer(capi, this);

            smoothedLightLevel = capi.World.BlockAccessor.GetLightLevel(capi.World.Player.Entity.Pos.AsBlockPos, EnumLightLevelType.OnlySunLight);
            dummySim           = new WeatherSimulationRegion(this, 0, 0);
            dummySim.Initialize();

            adjacentSims[0] = dummySim;
            adjacentSims[1] = dummySim;
            adjacentSims[2] = dummySim;
            adjacentSims[3] = dummySim;


            capi.Ambient.CurrentModifiers.InsertBefore("serverambient", "weather", blendedWeatherData.Ambient);
            haveLevelFinalize = true;

            // Pre init the clouds.
            capi.Ambient.UpdateAmbient(0.1f);
            CloudRenderer renderer = this.cloudRenderer as CloudRenderer;

            renderer.blendedCloudDensity          = capi.Ambient.BlendedCloudDensity;
            renderer.blendedGlobalCloudBrightness = capi.Ambient.BlendedCloudBrightness;
            renderer.CloudTick(0.1f);
        }
예제 #2
0
        private void LevelFinalizeInit()
        {
            InitDummySim();

            WeatherDataAtPlayer   = getWeatherDataReaderPreLoad();
            WeatherDataSlowAccess = getWeatherDataReader();

            simSounds.Initialize();
            simParticles.Initialize();
            cloudRenderer = new CloudRenderer(capi, this);

            smoothedLightLevel = capi.World.BlockAccessor.GetLightLevel(capi.World.Player.Entity.Pos.AsBlockPos, EnumLightLevelType.OnlySunLight);


            capi.Ambient.CurrentModifiers.InsertBefore("serverambient", "weather", WeatherDataAtPlayer.BlendedWeatherData.Ambient);
            haveLevelFinalize = true;

            // Pre init the clouds.
            capi.Ambient.UpdateAmbient(0.1f);
            CloudRenderer renderer = this.cloudRenderer as CloudRenderer;

            renderer.blendedCloudDensity          = capi.Ambient.BlendedCloudDensity;
            renderer.blendedGlobalCloudBrightness = capi.Ambient.BlendedCloudBrightness;
            renderer.CloudTick(0.1f);
        }