Cozy Wather + buld systeme
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// Distant Lands 2025
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// COZY: Stylized Weather 3
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// All code included in this file is protected under the Unity Asset Store Eula
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// using System.Collections.Generic;
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// using UnityEngine;
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// using System.Collections;
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// #if UNITY_EDITOR
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// using UnityEditor;
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// #endif
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// namespace DistantLands.Cozy.Data
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// {
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// [System.Serializable]
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// [CreateAssetMenu(menuName = "Distant Lands/Cozy/FX/Custom FX", order = 361)]
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// public class CustomFXExample : FXProfile
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// {
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// public override void PlayEffect()
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// {
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// //This is called when the FX profile is played.
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// }
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// public override void PlayEffect(float intensity)
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// {
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// //This will play your effect at a certain intensity. Used for transitioning weather primarily.
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// }
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// public override void StopEffect()
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// {
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// //This is called when your effect is stopped.
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// }
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// public override bool InitializeEffect(VFXModule VFX)
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// {
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// if (VFX == null)
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// {
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// if (CozyWeather.instance.vfxModule)
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// VFX = CozyWeather.instance.vfxModule;
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// else
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// return false;
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// }
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// VFXMod = VFX;
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// if (!VFX.particleManager.isEnabled)
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// {
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// return false;
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// }
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// //This ensures that the VFX module is setup correctly.
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// return true;
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// }
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// public override void DeinitializeEffect()
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// {
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// }
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// }
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// #if UNITY_EDITOR
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// [CustomEditor(typeof(CustomFXExample))]
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// [CanEditMultipleObjects]
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// public class E_CustomFX : E_FXProfile
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// {
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// void OnEnable()
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// {
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// }
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// public override void OnInspectorGUI()
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// {
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// serializedObject.Update();
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// //Add your custom properties as property fields here:
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// //EditorGUILayout.PropertyField(serializedObject.FindProperty("myCustomProperty1"));
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// //EditorGUILayout.PropertyField(serializedObject.FindProperty("myCustomProperty2"));
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// //EditorGUILayout.PropertyField(serializedObject.FindProperty("myCustomProperty3"));
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// serializedObject.ApplyModifiedProperties();
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// }
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// public override void RenderInWindow(Rect pos)
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// {
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// //Render your properties inline in a weather or ambience profile like this:
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// // float space = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
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// // var propPosA = new Rect(pos.x, pos.y + space, pos.width, EditorGUIUtility.singleLineHeight);
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// // var propPosB = new Rect(pos.x, pos.y + space * 2, pos.width, EditorGUIUtility.singleLineHeight);
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// // var propPosC = new Rect(pos.x, pos.y + space * 3, pos.width, EditorGUIUtility.singleLineHeight);
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// // serializedObject.Update();
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// // EditorGUI.PropertyField(propPosA, serializedObject.FindProperty("myCustomProperty1"));
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// // EditorGUI.PropertyField(propPosB, serializedObject.FindProperty("myCustomProperty2"));
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// // EditorGUI.PropertyField(propPosC, serializedObject.FindProperty("myCustomProperty3"));
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// // serializedObject.ApplyModifiedProperties();
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// }
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// public override float GetLineHeight()
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// {
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// //This sets the number of lines a property will take.
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// return 3;
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// }
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// }
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// #endif
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// }
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