// Use this for initialization void Start () { mainLight = GetComponent<Light>(); weatherController = GetComponent<WeatherControl>(); skyMat = RenderSettings.skybox; //skySpeed = 0.01; }
static void Main(string[] args) { WeatherControl provider = new WeatherControl(); Window1 window1 = new Window1(); provider.EventNewWeatherConditions += window1.OnNext; Window2 window2 = new Window2(); window2.Subscribe(provider); Window3 window3 = new Window3(); window3.Subscribe(provider); do { provider.GetWeather("Korosten"); } while (((ConsoleKeyInfo)Console.ReadKey()).Key != ConsoleKey.Enter); window3.Unsubscribe(provider); do { provider.GetWeather("Kyiv"); } while (((ConsoleKeyInfo)Console.ReadKey()).Key != ConsoleKey.Enter); // var client = new OpenWeatherAPI.OpenWeatherAPI("d9a69d574ef7c5bdccdc52b2b0b13458"); // var results = client.Query("Kyiv"); // Console.WriteLine($"The temperature in Kyiv is {results.Main.Temperature.CelsiusCurrent}C. There is {results.Wind.SpeedMetersPerSecond} f/s wind in the {results.Wind.Direction} direction."); Console.ReadLine(); }
public IEnumerator WeatherFinder() { print("Preparing..."); GameObject manager = GameObject.Find("WeatherManager"); myWeather = manager.GetComponent <WeatherManager>(); weatherC = manager.GetComponent <WeatherControl>(); //myWeather.cityName = CitySearch; //myWeather.GetJsonData(); yield return(StartCoroutine(GetCityData())); weatherC.spawnWeatherEmote(myWeather.weather); GameObject.Find("WeatherText(TMP)").GetComponent <TextMeshPro>().text = myWeather.weather; GameObject.Find("CityText(TMP)").GetComponent <TextMeshPro>().text = myWeather.location; print(myWeather.location); print(myWeather.weather); print(myWeather.geoLat); print(myWeather.geoLon); print(myWeather.geoLocation); print("WEATHER FOUND!"); }
public PrecipitationViewer(Viewer viewer, WeatherControl weatherControl) { Viewer = viewer; WeatherControl = weatherControl; Weather = viewer.Simulator.Weather; Material = viewer.MaterialManager.Load("Precipitation"); Pricipitation = new PrecipitationPrimitive(Viewer.RenderProcess.GraphicsDevice); Wind = new Vector3(0, 0, 0); Reset(); }
protected static void ApplySeason(Season season) { ApplySpawnerSuppression(season == Season.Winter); //switch (season) //{ //case Season.Spring: //case Season.Summer: //case Season.Winter: if (season == Season.Spring || season == Season.Summer || (season == Season.Winter && Tempest.Settings.mRemoveLeavesInWinter)) { WeatherControl.SetWorldLeavesAmount(0f); Common.FunctionTask.Perform(new Sims3.Gameplay.Function(RemoveLeaves)); } }
private void cbWeatherControl_CheckedChanged(object sender, EventArgs e) { if (cbWeatherControl.Checked) { WeatherControl weatherControl = new WeatherControl(); weatherControl.Dock = DockStyle.Fill; pnForms.Controls.Clear(); pnForms.Controls.Add(weatherControl); cbWeatherControl.Enabled = false; cbDataJoinControl.Enabled = true; cbDataJoinControl.Checked = false; cbTurbinsCsvGeneratorControl.Enabled = true; cbTurbinsCsvGeneratorControl.Checked = false; } }
//[CallOnThread("Render")] public World(Viewer viewer, double gameTime) { Viewer = viewer; PerformanceInitialViewingDistance = Viewer.Settings.ViewingDistance; PerformanceInitialLODBias = Viewer.Settings.LODBias; // Control stuff first. // check if weather file is defined if (string.IsNullOrEmpty(viewer.Simulator.UserWeatherFile)) { WeatherControl = new WeatherControl(viewer); } else { WeatherControl = new AutomaticWeather(viewer, viewer.Simulator.UserWeatherFile, gameTime); } // Then drawers. if (viewer.Settings.UseMSTSEnv) { MSTSSky = new MSTSSkyDrawer(viewer); } else { Sky = new SkyViewer(viewer); } Precipitation = new PrecipitationViewer(viewer, WeatherControl); Terrain = new TerrainViewer(viewer); Scenery = new SceneryDrawer(viewer); Trains = new TrainDrawer(viewer); RoadCars = new RoadCarViewer(viewer); // Then sound. if (viewer.Settings.SoundDetailLevel > 0) { // Keep it silent while loading. ALSoundSource.MuteAll(); // TODO: This looks kinda evil; do something about it. GameSounds = new SoundSource(viewer, SoundEventSource.InGame, viewer.Simulator.RoutePath + "\\Sound\\ingame.sms", true); Viewer.SoundProcess.AddSoundSources(GameSounds.SMSFolder + "\\" + GameSounds.SMSFileName, new List <SoundSourceBase>() { GameSounds }); Sounds = new WorldSounds(viewer); } }
private void Init() { Settings settings = SettingsHelper.GetSettings(); weather = new Weather( ApplicationConstants.WEATHER_API_KEY, ApplicationConstants.DEFAULT_COUNTRY, ApplicationConstants.DEFAULT_CITY, UnitsType.METRIC); WeatherControl = new WeatherControl(weather, settings.WeatherRefreshRate); this.Controls.Add(WeatherControl); pnlTop.BackColor = WeatherControl.BackColor; this.Size = new Size(WeatherControl.Width, WeatherControl.Height); SetLocation(settings.WeatherStartScreen, settings.WeatherLocation); this.StartPosition = FormStartPosition.Manual; this.TopMost = settings.IsWeatherAlwaysTop; }
public event Action <InteractionMode> onModeChanged; // delegate invoked from UIPanel for changing the InteractionMode private void Awake() { controlsConfig = GetComponent <ControlsConfig>(); vegetationFactory = FindObjectOfType <VegetationFactory>(); weatherControl = FindObjectOfType <WeatherControl>(); }
public void Unsubscribe(WeatherControl weatherControl) { weatherControl.EventNewWeatherConditions -= this.OnNext; }
private void Awake() { weatherControl = FindObjectOfType <WeatherControl>(); weatherControl.onSimulationStateChanged += ChangeState; }
private void Awake() { weatherControl = FindObjectOfType <WeatherControl>(); vegetationFactory = FindObjectOfType <VegetationFactory>(); }
void Awake() { instance = this; try { NetworkTransport.Init(); clientConfig = new ConnectionConfig(); clientChannelId = clientConfig.AddChannel(QosType.StateUpdate); // QosType.UnreliableFragmented // add client host clientTopology = new HostTopology(clientConfig, 1); clientHostId = NetworkTransport.AddHost(clientTopology, clientPort); if (clientHostId < 0) { throw new UnityException("AddHost failed for client port " + clientPort); } if (broadcastPort > 0) { // add broadcast host bcastHostId = NetworkTransport.AddHost(clientTopology, broadcastPort); if (bcastHostId < 0) { throw new UnityException("AddHost failed for broadcast port " + broadcastPort); } // start broadcast discovery byte error = 0; NetworkTransport.SetBroadcastCredentials(bcastHostId, 8888, 1, 0, out error); } // construct keep-alive data keepAliveData[0] = "ka,kb,km,kh"; // index 0 sendKeepAlive[0] = true; // faceManager = GetComponent<FacetrackingManager>(); // if(faceManager != null && faceManager.isActiveAndEnabled) // { // keepAliveData[1] = "ka,fp,"; // index 1 // sendKeepAlive[1] = true; // // if(faceManager.getFaceModelData) // { // keepAliveData[2] = "ka,fv,"; // index 2 // sendKeepAlive[2] = true; // // if(faceManager.texturedModelMesh == FacetrackingManager.TextureType.FaceRectangle) // { // keepAliveData[2] += "fu,"; // request uvs // } // // keepAliveData[3] = "ka,ft,"; // index 3 // sendKeepAlive[3] = true; // } // } keepAliveCount = keepAliveData.Length; } catch (System.Exception ex) { Debug.LogError(ex.Message + "\n" + ex.StackTrace); if (statusText) { statusText.text = ex.Message; } } }