1using CreativeSpore.SuperTilemapEditor;
21 actor.selector.hasTargetChanged =
true;
23 EMono.scene.cam.clearFlags = CameraClearFlags.Color;
44 float num2 = num * 100f;
45 float num3 = num * 100f;
80 pushBack.x = mapLimit.x - (float)num;
84 pushBack.y = mapLimit.y - (float)num2;
107 EMono.scene.cam.transform.localPosition =
camPos;
124 bool isEther = weather.
IsEther;
127 EMono.scene.filterRain.Fade = ((currentCondition ==
Weather.
Condition.RainHeavy) ? 0.4f : 0.3f);
128 EMono.scene.rain.enableEmission = isRaining && !flag;
129 ParticleSystem.EmissionModule emission =
EMono.
scene.
rain.emission;
130 emission.rateOverTime = ((currentCondition ==
Weather.
Condition.RainHeavy) ? 700 : 200);
131 EMono.scene.snow.enableEmission = flag;
133 emission.rateOverTime = ((currentCondition ==
Weather.
Condition.SnowHeavy) ? 120 : 35);
134 EMono.scene.ether.enableEmission = isEther;
141 EMono.scene.sfxRain._Volume += Core.delta * ((isRaining && !flag) ? 0.5f : (-0.5f));
144 EMono.
scene.
sfxSea.SetVolume(Mathf.Lerp(0f, 1f, -0.05f * (
float)(pos.x - 20)));
148 bool flag3 = (main3.prewarm =
false);
149 bool prewarm = (main2.prewarm = flag3);
150 main.prewarm = prewarm;
152 for (
int i = 0; i < blossoms.Length; i++)
154 ParticleSystem.MainModule main4 = blossoms[i].main;
155 main4.prewarm =
false;
159 for (
int i = 0; i < blossoms.Length; i++)
161 blossoms[i].enableEmission = enableEmission;
163 EMono.scene.transBlizzard.localScale =
new Vector3(2f, 2f, 2f);
166 base.camSupport.grading.sceneBrightness = sceneBrightness;
if(item3.idFile==idFirstFile &&item3.id==idFirstTopic)
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