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); }
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); }