示例#1
0
    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;
    }
示例#2
0
    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);
    }
示例#3
0
    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;
    }
示例#4
0
 public override void _Ready()
 {
     WorldEnv = GetTree().Root.GetNode <WorldEnvironment>("RuntimeRoot/WorldEnvironment").Environment;
     WorldSky = WorldEnv.BackgroundSky as ProceduralSky;
 }
示例#5
0
 public ProceduralSkyRenderer(ProceduralSky proceduralSkyParams)
 {
     m_ProceduralSkyParams = proceduralSkyParams;
     m_PropertyBlock       = new MaterialPropertyBlock();
 }