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/Precipitation FX", order = 361)]
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public class PrecipitationFX : FXProfile
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{
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[Range(0, 0.05f)]
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public float rainAccumulationSpeed;
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[Range(0, 1f)]
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public float maximumRainAmount;
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[Range(0, 0.05f)]
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public float snowAccumulationSpeed;
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[Range(0, 1f)]
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public float maximumSnowAmount;
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public float weight;
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CozyWeather weather;
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CozyClimateModule climateModule;
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public override void PlayEffect(float i)
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{
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if (!weather)
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if (InitializeEffect(null) == false)
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return;
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climateModule.snowSpeed += snowAccumulationSpeed * Mathf.Clamp01(transitionTimeModifier.Evaluate(i)) * (climateModule.snowAmount < maximumSnowAmount ? 1 : 0);
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climateModule.rainSpeed += rainAccumulationSpeed * Mathf.Clamp01(transitionTimeModifier.Evaluate(i)) * (climateModule.groundwaterAmount < maximumRainAmount ? 1 : 0);
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}
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public override bool InitializeEffect(CozyWeather weather)
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{
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base.InitializeEffect(weather);
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if (!weatherSphere.climateModule)
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return false;
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climateModule = weatherSphere.climateModule;
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return true;
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}
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}
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#if UNITY_EDITOR
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[CustomEditor(typeof(PrecipitationFX))]
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[CanEditMultipleObjects]
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public class E_PrecipitationFX : 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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EditorGUILayout.PropertyField(serializedObject.FindProperty("rainAccumulationSpeed"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("maximumRainAmount"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("snowAccumulationSpeed"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("maximumSnowAmount"));
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EditorGUILayout.Space();
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EditorGUILayout.PropertyField(serializedObject.FindProperty("transitionTimeModifier"));
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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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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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var propPosD = new Rect(pos.x, pos.y + space * 4, pos.width, EditorGUIUtility.singleLineHeight);
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var propPosE = new Rect(pos.x, pos.y + space * 5, pos.width, EditorGUIUtility.singleLineHeight);
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serializedObject.Update();
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EditorGUI.PropertyField(propPosA, serializedObject.FindProperty("rainAccumulationSpeed"));
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EditorGUI.PropertyField(propPosB, serializedObject.FindProperty("maximumRainAmount"));
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EditorGUI.PropertyField(propPosC, serializedObject.FindProperty("snowAccumulationSpeed"));
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EditorGUI.PropertyField(propPosD, serializedObject.FindProperty("maximumSnowAmount"));
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EditorGUI.PropertyField(propPosE, serializedObject.FindProperty("transitionTimeModifier"));
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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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return 5;
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}
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}
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#endif
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}
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