void Start() { _dfUnity = DaggerfallUnity.Instance; _weatherTable = WeatherTable.ParseJsonTable(); if (DaggerfallUnity.Settings.MeshAndTextureReplacement) { AddWindZone(); } }
void Start() { _dfUnity = DaggerfallUnity.Instance; _weatherTable = WeatherTable.ParseJsonTable(); if (DaggerfallUnity.Settings.AssetInjection) { AddWindZone(); } }
void Start() { _dfUnity = DaggerfallUnity.Instance; _weatherTable = WeatherTable.ParseJsonTable(); postProcessLayer = Camera.main.GetComponent <PostProcessLayer>(); if (postProcessLayer != null) { postProcessLayer.fog.excludeSkybox = true; } if (DaggerfallUnity.Settings.AssetInjection) { AddWindZone(); } // initialize with clear overcast sky (so that initial fog settings like exponential fog mode are set) ClearOvercast(); }
void Start() { _dfUnity = DaggerfallUnity.Instance; _weatherTable = WeatherTable.ParseJsonTable(); }