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Assets/Artists/Scripts/Weather/ScriptableWeather.cs
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62
Assets/Artists/Scripts/Weather/ScriptableWeather.cs
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using System.Collections;
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using System.Collections.Generic;
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using BITKit;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace Net.Like.Xue.Tokyo.Weather
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{
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public class ScriptableWeather : ScriptableObject
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{
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#if UNITY_EDITOR
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[SerializeField] private LightingDataAsset lightingDataAsset;
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#endif
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[SerializeField] private Vector3 sunLightDirection = new Vector3(0, 1, 0);
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[SerializeField] private Color sunLightColor;
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[SerializeField] private float sunLightIntensity = 1;
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[SerializeField] private Material skyboxMaterial;
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[SerializeField] private FogMode fogMode;
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[SerializeField] private Color fogColor;
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[SerializeField] private float fogDensity;
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[BIT]
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public void Save()
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{
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#if UNITY_EDITOR
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lightingDataAsset = Lightmapping.lightingDataAsset;
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#endif
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sunLightDirection = RenderSettings.sun.transform.eulerAngles;
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sunLightIntensity = RenderSettings.sun.intensity;
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sunLightColor = RenderSettings.sun.color;
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skyboxMaterial = RenderSettings.skybox;
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fogMode = RenderSettings.fogMode;
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fogColor = RenderSettings.fogColor;
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fogDensity = RenderSettings.fogDensity;
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#if UNITY_EDITOR
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EditorUtility.SetDirty(this);
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#endif
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}
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[BIT]
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public void Load()
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{
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#if UNITY_EDITOR
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Lightmapping.lightingDataAsset = lightingDataAsset;
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#endif
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RenderSettings.sun.transform.eulerAngles = sunLightDirection;
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RenderSettings.sun.intensity = sunLightIntensity;
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RenderSettings.skybox = skyboxMaterial;
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RenderSettings.fogMode = fogMode;
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RenderSettings.fogColor = fogColor;
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RenderSettings.fogDensity = fogDensity;
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}
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}
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}
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