示例#1
0
        public static void Make(GameObject body, float airScale, bool isRaining)
        {
            GameObject airGO = new GameObject();

            airGO.SetActive(false);
            airGO.layer            = 17;
            airGO.transform.parent = body.transform;

            SphereCollider SC = airGO.AddComponent <SphereCollider>();

            SC.isTrigger = true;
            SC.radius    = airScale;

            SimpleFluidVolume SFV = airGO.AddComponent <SimpleFluidVolume>();

            SFV.SetValue("_layer", 5);
            SFV.SetValue("_priority", 1);
            SFV.SetValue("_density", 1.2f);
            SFV.SetValue("_fluidType", FluidVolume.Type.AIR);
            SFV.SetValue("_allowShipAutoroll", true);
            SFV.SetValue("_disableOnStart", false);

            if (isRaining)
            {
                VisorRainEffectVolume VREF = airGO.AddComponent <VisorRainEffectVolume>();
                VREF.SetValue("_rainDirection", VisorRainEffectVolume.RainDirection.Radial);
                VREF.SetValue("_layer", 0);
                VREF.SetValue("_priority", 0);

                AudioSource AS = airGO.AddComponent <AudioSource>();
                AS.mute                  = false;
                AS.bypassEffects         = false;
                AS.bypassListenerEffects = false;
                AS.bypassReverbZones     = false;
                AS.playOnAwake           = false;
                AS.loop                  = true;
                AS.priority              = 128;
                AS.volume                = 0.35f;
                AS.pitch                 = 1f;
                AS.panStereo             = 0f;
                AS.spatialBlend          = 0f;
                AS.reverbZoneMix         = 1f;

                OWAudioSource OWAS = airGO.AddComponent <OWAudioSource>();
                OWAS.SetAudioLibraryClip(AudioType.GD_RainAmbient_LP);
                OWAS.SetClipSelectionType(OWAudioSource.ClipSelectionOnPlay.RANDOM);
                OWAS.SetTrack(OWAudioMixer.TrackName.Environment);

                /*AudioVolume av = */ airGO.AddComponent <AudioVolume>();
            }

            airGO.SetActive(true);
            Logger.Log("Finished building air.", Logger.LogType.Log);
        }
示例#2
0
        public static void Make(GameObject body, float airScale, bool isRaining)
        {
            GameObject air = new GameObject();

            air.layer = 17;
            air.SetActive(false);
            air.transform.parent = body.transform;

            SphereCollider atmoSC = air.AddComponent <SphereCollider>();

            atmoSC.isTrigger = true;
            atmoSC.radius    = airScale;

            SimpleFluidVolume sfv = air.AddComponent <SimpleFluidVolume>();

            sfv.SetValue("_layer", 5);
            sfv.SetValue("_priority", 1);
            sfv.SetValue("_density", 1.2f);
            sfv.SetValue("_fluidType", FluidVolume.Type.AIR);
            sfv.SetValue("_allowShipAutoroll", true);
            sfv.SetValue("_disableOnStart", false);

            if (isRaining)
            {
                VisorRainEffectVolume vref = air.AddComponent <VisorRainEffectVolume>();
                vref.SetValue("_rainDirection", VisorRainEffectVolume.RainDirection.Radial);
                vref.SetValue("_layer", 0);
                vref.SetValue("_priority", 0);

                AudioSource auds = air.AddComponent <AudioSource>();
                auds.mute                  = false;
                auds.bypassEffects         = false;
                auds.bypassListenerEffects = false;
                auds.bypassReverbZones     = false;
                auds.playOnAwake           = false;
                auds.loop                  = true;
                auds.priority              = 128;
                auds.volume                = 0.35f;
                auds.pitch                 = 1f;
                auds.panStereo             = 0f;
                auds.spatialBlend          = 0f;
                auds.reverbZoneMix         = 1f;

                OWAudioSource owas = air.AddComponent <OWAudioSource>();
                owas.SetAudioLibraryClip(AudioType.GD_RainAmbient_LP);
                owas.SetClipSelectionType(OWAudioSource.ClipSelectionOnPlay.RANDOM);
                owas.SetTrack(OWAudioMixer.TrackName.Environment);

                AudioVolume av = air.AddComponent <AudioVolume>();
            }

            air.SetActive(true);
        }