bool EntWeather(int num) { switch (num) { case 0: { if (weatherflg[0]) { NowWeather = Weather.RAIN; nowWeathers = PlayerCharacterController.WeatherState.Rain; GameObject we; we = GameObject.Find("PlayerCharacter"); we.GetComponent <PlayerCharacterController>().weatherState = nowWeathers; return(true); } else { return(false); } } case 1: { if (weatherflg[1]) { NowWeather = Weather.FOG; nowWeathers = PlayerCharacterController.WeatherState.Fog; GameObject we; we = GameObject.Find("PlayerCharacter"); we.GetComponent <PlayerCharacterController>().weatherState = nowWeathers; return(true); } else { return(false); } } case 2: { if (weatherflg[2]) { NowWeather = Weather.WIND; nowWeathers = PlayerCharacterController.WeatherState.Wind; GameObject we; we = GameObject.Find("PlayerCharacter"); we.GetComponent <PlayerCharacterController>().weatherState = nowWeathers; return(true); } else { return(false); } } default: { return(false); } } }
void ChangeWeather() { float par; if (numWeather == 0) { NowWeather = Weather.SUN; nowWeathers = PlayerCharacterController.WeatherState.Sunny; GameObject we; we = GameObject.Find("PlayerCharacter"); we.GetComponent <PlayerCharacterController>().weatherState = nowWeathers; } else { switch (minute) { case 0: { if (numWeather == 1) { par = Random.Range(0.0f, 1.0f); if (par < 0.1f) { CullWeatherType(); } else { NowWeather = Weather.SUN; nowWeathers = PlayerCharacterController.WeatherState.Sunny; GameObject we; we = GameObject.Find("PlayerCharacter"); we.GetComponent <PlayerCharacterController>().weatherState = nowWeathers; } } else if (numWeather >= 2) { par = Random.Range(0.0f, 1.0f); if (par < 0.2f) { CullWeatherType(); } else { NowWeather = Weather.SUN; nowWeathers = PlayerCharacterController.WeatherState.Sunny; GameObject we; we = GameObject.Find("PlayerCharacter"); we.GetComponent <PlayerCharacterController>().weatherState = nowWeathers; } } break; } case 1: { if (numWeather == 1) { par = Random.Range(0.0f, 1.0f); if (par < 0.15f) { CullWeatherType(); } else { NowWeather = Weather.SUN; nowWeathers = PlayerCharacterController.WeatherState.Sunny; GameObject we; we = GameObject.Find("PlayerCharacter"); we.GetComponent <PlayerCharacterController>().weatherState = nowWeathers; } } else if (numWeather >= 2) { par = Random.Range(0.0f, 1.0f); if (par < 0.3f) { CullWeatherType(); } else { NowWeather = Weather.SUN; nowWeathers = PlayerCharacterController.WeatherState.Sunny; GameObject we; we = GameObject.Find("PlayerCharacter"); we.GetComponent <PlayerCharacterController>().weatherState = nowWeathers; } } break; } case 2: { if (numWeather == 1) { par = Random.Range(0.0f, 1.0f); if (par < 0.25f) { CullWeatherType(); } else { NowWeather = Weather.SUN; nowWeathers = PlayerCharacterController.WeatherState.Sunny; GameObject we; we = GameObject.Find("PlayerCharacter"); we.GetComponent <PlayerCharacterController>().weatherState = nowWeathers; } } else if (numWeather >= 2) { par = Random.Range(0.0f, 1.0f); if (par < 0.4f) { CullWeatherType(); } else { NowWeather = Weather.SUN; nowWeathers = PlayerCharacterController.WeatherState.Sunny; GameObject we; we = GameObject.Find("PlayerCharacter"); we.GetComponent <PlayerCharacterController>().weatherState = nowWeathers; } } break; } case 3: { if (numWeather == 1) { par = Random.Range(0.0f, 1.0f); if (par < 0.4f) { CullWeatherType(); } else { NowWeather = Weather.SUN; nowWeathers = PlayerCharacterController.WeatherState.Sunny; GameObject we; we = GameObject.Find("PlayerCharacter"); we.GetComponent <PlayerCharacterController>().weatherState = nowWeathers; } } else if (numWeather >= 2) { par = Random.Range(0.0f, 1.0f); if (par < 0.5f) { CullWeatherType(); } else { NowWeather = Weather.SUN; nowWeathers = PlayerCharacterController.WeatherState.Sunny; GameObject we; we = GameObject.Find("PlayerCharacter"); we.GetComponent <PlayerCharacterController>().weatherState = nowWeathers; } } break; } case 4: { par = Random.Range(0.0f, 1.0f); if (par < 0.6f) { CullWeatherType(); } else { NowWeather = Weather.SUN; nowWeathers = PlayerCharacterController.WeatherState.Sunny; GameObject we; we = GameObject.Find("PlayerCharacter"); we.GetComponent <PlayerCharacterController>().weatherState = nowWeathers; } break; } default: { if (numWeather == 1) { par = Random.Range(0.0f, 1.0f); if (par < 0.7f) { CullWeatherType(); } else { NowWeather = Weather.SUN; nowWeathers = PlayerCharacterController.WeatherState.Sunny; GameObject we; we = GameObject.Find("PlayerCharacter"); we.GetComponent <PlayerCharacterController>().weatherState = nowWeathers; } } else if (numWeather == 2) { par = Random.Range(0.0f, 1.0f); if (par < 0.75f) { CullWeatherType(); } else { NowWeather = Weather.SUN; nowWeathers = PlayerCharacterController.WeatherState.Sunny; GameObject we; we = GameObject.Find("PlayerCharacter"); we.GetComponent <PlayerCharacterController>().weatherState = nowWeathers; } } else if (numWeather == 3) { par = Random.Range(0.0f, 1.0f); if (par < 0.8f) { CullWeatherType(); } else { NowWeather = Weather.SUN; nowWeathers = PlayerCharacterController.WeatherState.Sunny; GameObject we; we = GameObject.Find("PlayerCharacter"); we.GetComponent <PlayerCharacterController>().weatherState = nowWeathers; } } break; } } } ActiveWeather(); }