using UnityEngine; namespace IdyllicFantasyNature { public class WindControl : MonoBehaviour { [Range(0, 1)] [SerializeField] private float _windStrength; [Range(0, 1)] [SerializeField] private float _windSpeed; [Range(0, 1)] [SerializeField] private float _windVariation; [Range(0, 1)] [Tooltip("how detailed the wind moves the object")] [SerializeField] private float _waveScale; [SerializeField] private Vector2 _windDirection; [Tooltip("material of the vegetation objects")] [SerializeField] private Material[] _material; /// /// the material gets the wind settings /// method only runs in the editor mode /// private void OnValidate() { for (int i = 0; i < _material.Length; i++) { _material[i].SetFloat("_Wind_Speed", _windSpeed); _material[i].SetFloat("_Wind_Variation", _windVariation); _material[i].SetFloat("_Wind_Strength", _windStrength); _material[i].SetFloat("_Wave_Scale", _waveScale); _material[i].SetVector("_Wind_Direction", _windDirection); } } } }