示例#1
0
    // Update is called once per frame
    void Update()
    {
        if (!FogScript.isVisible && fogToday)
        {
            StartCoroutine(FogScript.FadeIn());
        }


        if (GameLibOfMethods.isPlayerInside)
        {
            foreach (ParticleSystemRenderer weather in WeatherRenderers)
            {
                //weather.sortingOrder = 0;
                //weather.material.renderQueue = 2450;
                //renderQueue = 2450;
                weather.sortingOrder         = 11;
                weather.material.renderQueue = 3000;
                renderQueue = 3000;
            }
        }
        else
        {
            foreach (ParticleSystemRenderer weather in WeatherRenderers)
            {
                weather.sortingOrder         = 11;
                weather.material.renderQueue = 3000;
                renderQueue = 3000;
            }
        }
    }
        private void AdjustFog()
        {
            fog.DensityBeforeFadingAway = Random.Range(0.4f, 0.6f);
            fog.Size = Random.Range(2f, 8f);

            owner.StartCoroutine(fog.FadeIn());
        }
示例#3
0
    // Update is called once per frame
    void Update()
    {
        if (!FogScript.isVisible && fogToday)
        {
            StartCoroutine(FogScript.FadeIn());
        }

        foreach (ParticleSystemRenderer weather in WeatherRenderers)
        {
            weather.sortingOrder         = 11;
            weather.material.renderQueue = 3000;
            renderQueue = 3000;
        }
    }