public static void Postfix(ref TheForestAtmosphere __instance) { if (Menu.NoFog && LocalPlayer.IsInWorld) { __instance.FogCurrent = 300000f; TheForestAtmosphere.Instance.FogCurrent = 300000f; } }
private void OnEnable() { if (TheForestAtmosphere.Instance == null) { TheForestAtmosphere.Instance = this; } this.clock = UnityEngine.Object.FindObjectOfType <Clock>(); this.Randomize(true); this.SetShadowQualityLevel((int)TheForestQualitySettings.UserSettings.CascadeCount); }
private void UpdateWind() { this.windBase = TheForestAtmosphere.MoveTowardsTarget(this.windBase, this.windBaseTarget, this.windBaseDelta); this.windGust = TheForestAtmosphere.MoveTowardsTarget(this.windGust, this.windGustTarget, this.windGustDelta); if (this.windGustTarget > 0f && this.windGust == this.windGustTarget) { this.windGustTarget = 0f; this.windGustDelta = 1f / UnityEngine.Random.Range(5f, 30f); } this.windBaseHoldTimer -= Time.deltaTime; if (this.windBaseHoldTimer <= 0f) { this.windBaseTarget = UnityEngine.Random.Range(0f, 0.4f); this.windBaseDelta = 1f / UnityEngine.Random.Range(60f, 120f); this.windBaseHoldTimer = UnityEngine.Random.Range(60f, 600f); } this.windGustIntervalTimer -= Time.deltaTime; if (this.windGustIntervalTimer <= 0f) { this.windGustTarget = UnityEngine.Random.Range(0.2f, 0.7f); this.windGustDelta = 1f / UnityEngine.Random.Range(5f, 30f); this.windGustIntervalTimer = UnityEngine.Random.Range(15f, 120f); } float num; if (LocalPlayer.Transform) { num = Mathf.Lerp(1f, 2.5f, (LocalPlayer.Transform.position.y - 150f) / 150f); } else { num = 1f; } if (this.debugWind) { this.windIntensity = this.debugWindIntensity; } else { this.WindIntensity = this.windBase * num + this.windGust; } this.UpdateFoliageShaderWind(); if (FMOD_Listener.IsDebugEnabled && UnityEngine.Input.GetKeyDown(KeyCode.RightControl)) { this.showDebug = !this.showDebug; } }
public static void Postfix(ref TheForestAtmosphere __instance) { if (Menu.NoFog && LocalPlayer.IsInWorld) { __instance.FogColor = new Color(0f, 0f, 0f, 0f); if (Sunshine.Instance.Ready) { Sunshine.Instance.ScatterColor = __instance.FogColor; } if (LocalPlayer.IsInCaves) { __instance.FogColor = new Color(0f, 0f, 0f, 0f); } __instance.CurrentFogColor = __instance.FogColor; Shader.SetGlobalColor("_FogColor", __instance.FogColor); } }
private void Start() { this.Atmos = Scene.Atmosphere; this.currentCamera = Camera.main; if (this.spawnAmount > 0) { base.StartCoroutine("spawnGeese"); } if (this.debugGeese) { base.Invoke("doTakeOff", this.debugStartFlyTime); } else { base.Invoke("doTakeOff", (float)UnityEngine.Random.Range(60, 120)); } base.InvokeRepeating("updateGeese", 1f, 5f); }
private static void GameStandardValues(TheForestAtmosphere __instance) { baseCaveAddLight1Intensity = __instance.CaveAddLight1Intensity; baseCaveAddLight2Intensity = __instance.CaveAddLight2Intensity; }
private void Awake() { BleedBehavior.BloodAmount = 0f; BleedBehavior.BloodReductionRatio = 1f; this.explodeHash = Animator.StringToHash("explode"); this.DSpots = GameObject.FindWithTag("DeadSpots").GetComponent<DeadSpotController>(); this.Hud = Scene.HudGui; this.Ocean = GameObject.FindWithTag("Ocean"); this.mutantControl = Scene.MutantControler; this.sceneInfo = Scene.SceneTracker; this.Player = base.gameObject.GetComponent<PlayerInventory>(); this.camFollow = base.GetComponentInChildren<camFollowHead>(); this.hitReaction = base.GetComponent<playerHitReactions>(); this.Atmos = Scene.Atmosphere; this.FrostScript = LocalPlayer.MainCam.GetComponent<Frost>(); this.Tuts = LocalPlayer.Tuts; this.Sfx = LocalPlayer.Sfx; this.animator = LocalPlayer.Animator; this.DyingVision = LocalPlayer.MainCam.GetComponent<Grayscale>(); this.Fullness = 1f; this.bloodPropertyBlock = new MaterialPropertyBlock(); if (!LevelSerializer.IsDeserializing) { CoopPlayerVariations component = base.GetComponent<CoopPlayerVariations>(); this.PlayerVariation = UnityEngine.Random.Range(0, component.Variations.Length); this.PlayerVariationBody = UnityEngine.Random.Range(0, component.BodyMaterials.Length); } if (this.CurrentArmorTypes == null || this.CurrentArmorTypes.Length != this.ArmorModel.Length) { this.CurrentArmorTypes = new PlayerStats.ArmorTypes[this.ArmorModel.Length]; for (int i = 0; i < this.CurrentArmorTypes.Length; i++) { this.CurrentArmorTypes[i] = PlayerStats.ArmorTypes.None; this.ArmorModel[i].SetActive(false); } } if (this.CurrentArmorHP == null || this.CurrentArmorHP.Length != this.ArmorModel.Length) { this.CurrentArmorHP = new int[this.ArmorModel.Length]; } this.CaveDoors = GameObject.FindGameObjectsWithTag("CaveDoor"); }
private void Awake() { Scene.ActiveMB = this; Scene.GameStats = this._gameStats; Scene.SceneTracker = this._sceneTracker; Scene.MutantControler = this._mutantControler; Scene.MutantSpawnManager = this._mutantSpawnManager; Scene.Yacht = this._yacht; Scene.PlaneCrash = this._plane; Scene.PlaneCrashAnimGO = this._planeCrashAnimGO; Scene.TriggerCutScene = this._triggerCutScene; Scene.RainFollowGO = this._rainFollowGO; Scene.RainTypes = this._rainTypes; Scene.WeatherSystem = this._weatherSystem; Scene.HudGui = this._hudGui; Scene.Cams = this._cams; Scene.Clock = this._clock; Scene.Atmosphere = this._atmos; Scene.WorkScheduler = this._workScheduler; Scene.LoadSave = this._loadSave; Scene.PlaneGreebles = this._planeGreebles; Scene.OceanFlat = this._oceanFlat; Scene.OceanCeto = this._oceanCeto; Scene.ShoreMask = this._shoreMask; Scene.SinkHoleCenter = this._sinkHoleCenter; Scene.CaveGrounds = this._caveGrounds; }
private void OnDestroy() { Scene.ActiveMB = null; Scene.GameStats = null; Scene.SceneTracker = null; Scene.MutantControler = null; Scene.MutantSpawnManager = null; Scene.Yacht = null; Scene.PlaneCrash = null; Scene.PlaneCrashAnimGO = null; Scene.TriggerCutScene = null; Scene.RainFollowGO = null; Scene.RainTypes = null; Scene.WeatherSystem = null; Scene.HudGui = null; Scene.Cams = null; Scene.Clock = null; Scene.Atmosphere = null; Scene.WorkScheduler = null; Scene.LoadSave = null; Scene.PlaneGreebles = null; Scene.OceanFlat = null; Scene.OceanCeto = null; Scene.ShoreMask = null; Scene.SinkHoleCenter = null; Scene.CaveGrounds = null; }
private void OnEnable() { if (TheForestAtmosphere.Instance == null) { TheForestAtmosphere.Instance = this; } this.clock = UnityEngine.Object.FindObjectOfType<Clock>(); this.Randomize(true); this.SetShadowQualityLevel((int)TheForestQualitySettings.UserSettings.CascadeCount); }