// Distant Lands 2024 // COZY: Stylized Weather 3 // All code included in this file is protected under the Unity Asset Store Eula using System.Collections; using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif namespace DistantLands.Cozy.Data { [System.Serializable] [CreateAssetMenu(menuName = "Distant Lands/Cozy/FX/Thunder FX", order = 361)] public class ThunderFX : FXProfile { public Vector2 timeBetweenStrikes; public GameObject thunderPrefab = null; public float weight; public CozyThunderManager runtimeRef; public float minimumDistance = 700; public float maximumDistance = 1200; public float minScreenXmultiplier = 0.1f; public float maxScreenXmultiplier = 0.9f; public float minScreenYmultiplier = 0.0f; public float maxScreenYmultiplier = 0.1f; [Range(0, 1)] [Tooltip("What percentage of the time should the lightning and thunder be forced to spawn in the camera's view?")] public float spawnInFrustumPercentage = 0.5f; public override void PlayEffect(float weight) { if (!runtimeRef) if (InitializeEffect(weatherSphere) == false) return; runtimeRef.PlayEffect(transitionTimeModifier.Evaluate(weight)); } public override bool InitializeEffect(CozyWeather weather) { if (!Application.isPlaying) return false; base.InitializeEffect(weather); if (runtimeRef == null) { if (weather.GetFXRuntimeRef(name)) { runtimeRef = weather.GetFXRuntimeRef(name); return true; } runtimeRef = new GameObject().AddComponent(); runtimeRef.gameObject.name = name; runtimeRef.transform.parent = weather.thunderFXParent; runtimeRef.transform.localPosition = Vector3.zero; runtimeRef.transform.localRotation = Quaternion.identity; runtimeRef.weatherSphere = weather; runtimeRef.thunderFX = this; } return true; } } #if UNITY_EDITOR [CustomEditor(typeof(ThunderFX))] [CanEditMultipleObjects] public class E_ThunderFX : E_FXProfile { void OnEnable() { } public override void OnInspectorGUI() { serializedObject.Update(); EditorGUILayout.PropertyField(serializedObject.FindProperty("thunderPrefab")); EditorGUILayout.PropertyField(serializedObject.FindProperty("timeBetweenStrikes")); EditorGUILayout.PropertyField(serializedObject.FindProperty("minimumDistance")); EditorGUILayout.PropertyField(serializedObject.FindProperty("maximumDistance")); EditorGUILayout.PropertyField(serializedObject.FindProperty("spawnInFrustumPercentage")); float min = serializedObject.FindProperty("minScreenXmultiplier").floatValue; float max = serializedObject.FindProperty("maxScreenXmultiplier").floatValue; EditorGUILayout.MinMaxSlider("Frustum Placement X", ref min, ref max, 0, 1); serializedObject.FindProperty("minScreenXmultiplier").floatValue = min; serializedObject.FindProperty("maxScreenXmultiplier").floatValue = max; min = serializedObject.FindProperty("minScreenYmultiplier").floatValue; max = serializedObject.FindProperty("maxScreenYmultiplier").floatValue; EditorGUILayout.MinMaxSlider("Frustum Placement Y", ref min, ref max, 0, 1); serializedObject.FindProperty("minScreenYmultiplier").floatValue = min; serializedObject.FindProperty("maxScreenYmultiplier").floatValue = max; serializedObject.ApplyModifiedProperties(); } public override void RenderInWindow(Rect pos) { float space = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; var propPosA = new Rect(pos.x, pos.y + space, pos.width, EditorGUIUtility.singleLineHeight); var propPosB = new Rect(pos.x, pos.y + space * 2, pos.width, EditorGUIUtility.singleLineHeight); var propPosC = new Rect(pos.x, pos.y + space * 3, pos.width, EditorGUIUtility.singleLineHeight); var propPosD = new Rect(pos.x, pos.y + space * 4, pos.width, EditorGUIUtility.singleLineHeight); var propPosE = new Rect(pos.x, pos.y + space * 5, pos.width, EditorGUIUtility.singleLineHeight); var propPosF = new Rect(pos.x, pos.y + space * 6, pos.width, EditorGUIUtility.singleLineHeight); var propPosG = new Rect(pos.x, pos.y + space * 7, pos.width, EditorGUIUtility.singleLineHeight); serializedObject.Update(); EditorGUI.PropertyField(propPosA, serializedObject.FindProperty("thunderPrefab")); EditorGUI.PropertyField(propPosB, serializedObject.FindProperty("timeBetweenStrikes")); EditorGUI.PropertyField(propPosC, serializedObject.FindProperty("minimumDistance")); EditorGUI.PropertyField(propPosD, serializedObject.FindProperty("maximumDistance")); EditorGUI.PropertyField(propPosE, serializedObject.FindProperty("spawnInFrustumPercentage")); float min = serializedObject.FindProperty("minScreenXmultiplier").floatValue; float max = serializedObject.FindProperty("maxScreenXmultiplier").floatValue; EditorGUI.MinMaxSlider(propPosF, "Frustum Placement X", ref min, ref max, 0, 1); serializedObject.FindProperty("minScreenXmultiplier").floatValue = min; serializedObject.FindProperty("maxScreenXmultiplier").floatValue = max; min = serializedObject.FindProperty("minScreenYmultiplier").floatValue; max = serializedObject.FindProperty("maxScreenYmultiplier").floatValue; EditorGUI.MinMaxSlider(propPosG, "Frustum Placement Y", ref min, ref max, 0, 1); serializedObject.FindProperty("minScreenYmultiplier").floatValue = min; serializedObject.FindProperty("maxScreenYmultiplier").floatValue = max; serializedObject.ApplyModifiedProperties(); } public override float GetLineHeight() { return 7; } } #endif }