1using CreativeSpore.SuperTilemapEditor;
21 actor.selector.hasTargetChanged =
true;
24 EMono.scene.cam.clearFlags = CameraClearFlags.Color;
45 float num2 = num * 100f;
46 float num3 = num * 100f;
81 pushBack.x = mapLimit.x - (float)num;
85 pushBack.y = mapLimit.y - (float)num2;
108 EMono.scene.cam.transform.localPosition =
camPos;
125 bool isEther = weather.
IsEther;
128 EMono.scene.filterRain.Fade = ((currentCondition ==
Weather.
Condition.RainHeavy) ? 0.4f : 0.3f);
129 EMono.scene.rain.enableEmission = isRaining && !flag;
130 ParticleSystem.EmissionModule emission =
EMono.
scene.
rain.emission;
131 emission.rateOverTime = ((currentCondition ==
Weather.
Condition.RainHeavy) ? 700 : 200);
132 EMono.scene.snow.enableEmission = flag;
134 emission.rateOverTime = ((currentCondition ==
Weather.
Condition.SnowHeavy) ? 120 : 35);
135 EMono.scene.ether.enableEmission = isEther;
142 EMono.scene.sfxRain._Volume += Core.delta * ((isRaining && !flag) ? 0.5f : (-0.5f));
145 EMono.
scene.
sfxSea.SetVolume(Mathf.Lerp(0f, 1f, -0.05f * (
float)(pos.x - 20)));
149 bool flag3 = (main3.prewarm =
false);
150 bool prewarm = (main2.prewarm = flag3);
151 main.prewarm = prewarm;
153 for (
int i = 0; i < blossoms.Length; i++)
155 ParticleSystem.MainModule main4 = blossoms[i].main;
156 main4.prewarm =
false;
160 for (
int i = 0; i < blossoms.Length; i++)
162 blossoms[i].enableEmission = enableEmission;
164 EMono.scene.transBlizzard.localScale =
new Vector3(2f, 2f, 2f);
167 base.camSupport.grading.sceneBrightness = sceneBrightness;
void SnapScreen(ref Vector3 v, float zoom)
static GameSetting setting
override void SetUnitSize()
override void OnActivate()
override void RefreshPosition()
override float TargetZoom
override void OnDeactivate()
override void RefreshWeather()
override void OnChangeHour()
ref Vector3 PositionTopdown()
ParticleSystem godrayDust
ParticleSystem[] blizzards
ParticleSystem[] blossoms
static void Play(string idStep)
Condition CurrentCondition