void PickWeather() { Debug.Log("PickWeather"); _switchWeather = Random.Range(0, 5); //_switchWeather is equal to a random range between (0,5) _sunClouds.enabled = false; //disables our sun clouds particle system _thunder.enabled = false; //disables our thunder storm particle system _mist.enabled = false; //disables our mist particle system _snow.enabled = false; //disables our snow particle system switch (_switchWeather) { case 0: _weatherstate = DynamicWeather.WeatherStates.SunnyWeather; break; case 1: _weatherstate = DynamicWeather.WeatherStates.ThunderWeather; break; case 2: _weatherstate = DynamicWeather.WeatherStates.MistWeather; break; case 3: _weatherstate = DynamicWeather.WeatherStates.SnowWeather; break; } }
void WeatherCirculation() { int switchWeather = Random.Range(0, 4); sunnyModule.enabled = false; rainyModule.enabled = false; snowyModule.enabled = false; sunnySkyState = false; rainySkyState = false; snowySkyState = false; switch (switchWeather) { case 0: currentWeatherState = Weather.WeatherStates.WeatherCirculation; break; case 1: currentWeatherState = Weather.WeatherStates.SunnyWeather; break; case 2: currentWeatherState = Weather.WeatherStates.RainyWeather; break; case 3: currentWeatherState = Weather.WeatherStates.SnowyWeather; break; } }
private void Update() { RainParticles = GameObject.FindGameObjectWithTag("Rain").GetComponent <ParticleSystem>(); MistParticles = GameObject.FindGameObjectWithTag("Mist").GetComponent <ParticleSystem>(); SnowParticles = GameObject.FindGameObjectWithTag("Snow").GetComponent <ParticleSystem>(); if (RainParticles != null) { SwitchWeatherTimer(); RainParticles.Stop(); MistParticles.Stop(); SnowParticles.Stop(); _switchWeatherTimer -= Time.deltaTime; if (_switchWeatherTimer < 0) { _switchWeatherTimer = 0; } if (_switchWeatherTimer > 0) { return; } if (_switchWeatherTimer == 0) { weatherState = Weather.WeatherStates.PickWeather; } _switchWeatherTimer = resetWeatherTimer; } }
/// <summary> /// Handle variables sent from the remote client. /// </summary> public void HandleSyncedVariables(float[] variables) { weatherFSM.FsmVariables.GetFsmFloat("Offset").Value = variables[0]; weatherFSM.FsmVariables.GetFsmInt("WeatherType").Value = Convert.ToInt32(variables[1]); WeatherStates newState = (WeatherStates)variables[2]; if (newState != currentWeather) { switch (newState) { case WeatherStates.NoWeather: weatherFSM.SendEvent("MP_NoWeather"); currentWeather = WeatherStates.NoWeather; break; case WeatherStates.Rain: weatherFSM.SendEvent("MP_Rain"); currentWeather = WeatherStates.Rain; break; case WeatherStates.Thunder: weatherFSM.SendEvent("MP_Thunder"); currentWeather = WeatherStates.Thunder; break; } } }
// Update is called once per frame void PickWeather() { switchWeather = Random.Range(0, 5); switch (switchWeather) { case 0: weatherState = Weather.WeatherStates.SunnyWeather; break; case 1: weatherState = Weather.WeatherStates.ThunderWeather; break; case 2: weatherState = Weather.WeatherStates.MistWeather; break; case 3: weatherState = Weather.WeatherStates.OvercastWeather; break; case 4: weatherState = Weather.WeatherStates.SnowWeather; break; } }
public WeatherControlEntry(DateTime day, WeatherStates weatherState, string info, double minTemp, double maxTemp) { _day = day; _weatherState = weatherState; _info = info; _minTemp = minTemp; _maxTemp = maxTemp; }
void WeatherUpdate() { currentSwitchTimer -= Time.deltaTime; if (currentSwitchTimer <= 0.0f) { currentSwitchTimer = weatherSwitchTimer; currentWeatherState = Weather.WeatherStates.WeatherCirculation; } }
public int CreateTrip(int odometer, bool isNightTime, WeatherStates weather) { return(_database.Insert(new TripRecord { Start = DateTime.UtcNow, Supervisor = App.Current.Supervisor, OdometerStart = odometer, IsNightTime = isNightTime, WeatherID = (int)weather, })); }
// When time out, switch to a new Weather State void PickWeather() { Debug.Log("PickWeather!"); // Stop all playing Particle Systems StopParticleSystem(_sunnyParticleSystem); StopParticleSystem(_overcastParticleSystem); StopParticleSystem(_rainParticleSystem); StopParticleSystem(_thunderStormParticleSystem); StopParticleSystem(_snowParticleSystem); // Randomize new weather which should satisfy Prerequisite WeatherStates _switchWeatherState; bool isPrerequisiteOK = false; do { _switchWeatherState = (WeatherStates)UnityEngine.Random.Range(1, 6); if (_switchWeatherState == WeatherStates.RAINY) { if (_previousWeatherState == WeatherStates.OVERCAST) { isPrerequisiteOK = true; } } else if (_switchWeatherState == WeatherStates.THUNDERSTORM) { if (_previousWeatherState == WeatherStates.RAINY) { isPrerequisiteOK = true; } } //else if(_switchWeatherState == WeatherStates.TORONTO) //{ // if (_previousWeatherState == WeatherStates.OVERCAST) // { // isPrerequisiteOK = true; // } //} else { isPrerequisiteOK = true; } }while (isPrerequisiteOK != true); // set current weather state to a new state _currentWeatherState = _switchWeatherState; }
void SwitchWeatherTimer() { Debug.Log("SwitchWeatherTimer()"); _switchWeatherTimer -= Time.deltaTime; if (_switchWeatherTimer > 0) { return; } if (_switchWeatherTimer <= 0) { _weatherStates = DynamicWeather.WeatherStates.PickWeather; } _switchWeatherTimer = Random.Range(_minTimer, _maxTimer); }
// Counting time until changing to new Weather void SwitchWeatherTimer() { if (_weatherTimer > 0) { _weatherTimer -= Time.deltaTime; } if (_weatherTimer <= 0) { _previousWeatherState = _currentWeatherState; _currentWeatherState = WeatherStates.PICKING; _weatherTimer = _resetWeatherTimer; } }
// Start is called before the first frame update void Start() { _globalLight = GetComponent <Light2D>(); _soundSource = GetComponent <AudioSource>(); //GameObject _playergameObject = GameObject.FindGameObjectWithTag("Player"); //_player = _playergameObject.transform; //GameObject _weathergameObject = GameObject.FindGameObjectWithTag("Weather"); //_weather = _weathergameObject.transform; _previousWeatherState = _currentWeatherState; StartCoroutine(WeatherFSM()); }
/// <summary> /// Hook vehicle door related events. /// </summary> void HookEvents() { EventHook.Add(weatherFSM, "Rain", new Func <bool>(() => { currentWeather = WeatherStates.Rain; return(false); })); EventHook.Add(weatherFSM, "Thunder", new Func <bool>(() => { currentWeather = WeatherStates.Thunder; return(false); })); EventHook.Add(weatherFSM, "No weather", new Func <bool>(() => { currentWeather = WeatherStates.NoWeather; return(false); })); }
void PickWeather() { Debug.Log("Picking Weather"); _sunnyEmission.enabled = false; Debug.Log("Sunny PS is " + _sunnyEmission.enabled); _thunderEmission.enabled = false; Debug.Log("Thunder PS is " + _thunderEmission.enabled); _mistEmission.enabled = false; Debug.Log("Mist PS is " + _mistEmission.enabled); _overcastEmission.enabled = false; Debug.Log("Overcast PS is " + _overcastEmission.enabled); _snowEmission.enabled = false; Debug.Log("Snow PS is " + _snowEmission.enabled); /*_sunnyPS.enableEmission = false; * _thunderPS.enableEmission = false; * _mistPS.enableEmission = false; * _overcastPS.enableEmission = false; * _snowPS.enableEmission = false;*/ _switchWeather = Random.Range(0, 5); switch (_switchWeather) { case 0: _weatherStates = DynamicWeather.WeatherStates.SunnyWeather; break; case 1: _weatherStates = DynamicWeather.WeatherStates.ThunderWeather; break; case 2: _weatherStates = DynamicWeather.WeatherStates.MistWeather; break; case 3: _weatherStates = DynamicWeather.WeatherStates.OvercastWeather; break; case 4: _weatherStates = DynamicWeather.WeatherStates.SnowWeather; break; } }
void SwitchWeatherTimer() { Debug.Log("SwitchWeatherTimer"); _switchWeatherTimer -= Time.deltaTime; // decrease weather timer by real time if (_switchWeatherTimer < 0) //if switch timer is greater than zero { _switchWeatherTimer = 0; //then switch timer is equal to zero } if (_switchWeatherTimer > 0) //if switch timer is greater than zero { return; //then do nothing and return } if (_switchWeatherTimer == 0) //if switch timer is equal to zero { _weatherstate = DynamicWeather.WeatherStates.PickWeather; //then switch our case block to pick weather } _switchWeatherTimer = _resetWeatherTimer; // switch timer is equal to reset timer }
void PickWeather() { _switchWeather = UnityEngine.Random.Range(0, 2); _sunnyState = false; _cloudState = false; _rainState = false; switch (_switchWeather) { case 0: _weatherState = WeatherStates.SunnyWeather; break; case 1: _weatherState = WeatherStates.RainWeather; break; case 2: _weatherState = WeatherStates.CloudWeather; break; } }
void SwitchWeatherTimer() { //print("SwitchWeatherTimer"); _switchWeatherTimer -= Time.deltaTime; if (_switchWeatherTimer < 0) { _switchWeatherTimer = 0; } if (_switchWeatherTimer > 0) { return; } if (_switchWeatherTimer == 0) { _weatherState = WeatherStates.PickWeather; } _resetWeatherTimer = UnityEngine.Random.Range(5f, 10f); _switchWeatherTimer = _resetWeatherTimer; }