public static void SetClimateType(ClimateType climate, RandomMapType mapType) { switch (climate) { case ClimateType.CT_Dry: // ClearChance = 80; // PartlyCloudyChance = 10; // MostlyCloudChance = 10; // SprinkleRainChance = 0; PeEnv.SetControlRain(NO_RAIN); break; case ClimateType.CT_Temperate: // ClearChance = 60; // PartlyCloudyChance = 14; // MostlyCloudChance = 12; // SprinkleRainChance = 8; PeEnv.SetControlRain(LESS_RAIN); break; case ClimateType.CT_Wet: // ClearChance = 60; // PartlyCloudyChance = 10; // MostlyCloudChance = 5; // SprinkleRainChance = 1; PeEnv.SetControlRain(FULL_RAIN); break; case ClimateType.CT_Random: switch ((int)Time.time % 3) { case 0: SetClimateType(ClimateType.CT_Dry, mapType); break; case 1: SetClimateType(ClimateType.CT_Temperate, mapType); break; case 2: SetClimateType(ClimateType.CT_Wet, mapType); break; } return; } if (mapType == RandomMapType.Desert) { PeEnv.SetControlRain(NO_RAIN); } WeatherConfig.climate = climate; RandomMapConfig.ScenceClimate = WeatherConfig.climate; }
void GeneralSet(bool enter) { if (enter) { if (PeGameMgr.IsSingle) { SaveOutOfDungeon(); } PeEnv.CanRain(false); if (dungeonWater != null) { RandomMapConfig.SetGlobalFogHeight(dungeonWater.transform.position.y); } } else { PeEnv.CanRain(true); RandomMapConfig.SetGlobalFogHeight(); } }
void Update() { PeInput.Update(); PeEnv.Update(); RunGolobalEvent(); }
void PeLauncher.ILaunchable.Launch() { PeEnv.Init(); }