public override void _Ready() { ProceduralSky sky = ((GetNode(Game.WORLD_ENVIRO_PATH) as WorldEnvironment).GetEnvironment()).GetSky() as ProceduralSky; sky.SunLatitude = -this.RotationDegrees.x; sky.SunLongitude = 180 - this.RotationDegrees.y; }
public override void _Ready() { base._Ready(); WorldEnvironment we = GetNode(Game.WORLD_ENVIRO_PATH) as WorldEnvironment; Godot.Environment env = we.GetEnvironment(); env.SetBackground(Godot.Environment.BGMode.Sky); sky = env.GetSky() as ProceduralSky; sky.SetSkyCurve(0.3f); sky.SetGroundCurve(0.3f); }
public override void _Ready() { base._Ready(); WorldEnvironment we = GetNode(Game.WORLD_ENVIRO_PATH) as WorldEnvironment; Godot.Environment env = we.GetEnvironment(); env.SetBackground(Godot.Environment.BGMode.Sky); sky = env.GetSky() as ProceduralSky; sky.SetSkyCurve(0.3f); sky.SetGroundCurve(0.3f); status = Status.DORMANT; dm = GetNode(Game.NATURAL_DISASTERS_PATH) as DisasterManager; }
public override void _Ready() { WorldEnv = GetTree().Root.GetNode <WorldEnvironment>("RuntimeRoot/WorldEnvironment").Environment; WorldSky = WorldEnv.BackgroundSky as ProceduralSky; }
public ProceduralSkyRenderer(ProceduralSky proceduralSkyParams) { m_ProceduralSkyParams = proceduralSkyParams; m_PropertyBlock = new MaterialPropertyBlock(); }