Readd missing import files

This commit is contained in:
Lucien
2026-05-07 10:14:44 +02:00
parent ecb44e63d8
commit cd608d5796
810 changed files with 263144 additions and 1 deletions
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace EnviroSamples
{
public class DemoUI : MonoBehaviour {
public UnityEngine.UI.Slider sliderTime;
UnityEngine.UI.Slider sliderQuality;
public UnityEngine.UI.Text timeText;
public UnityEngine.UI.Text weatherText;
public UnityEngine.UI.Text temperatureText;
public UnityEngine.UI.Dropdown weatherDropdown;
//UnityEngine.UI.Dropdown seasonDropdown;
//bool seasonmode = true;
//bool fastdays = false;
private bool started = false;
void Start ()
{
if(EnviroSkyMgr.instance == null || !EnviroSkyMgr.instance.IsAvailable())
{
this.enabled = false;
return;
}
EnviroSkyMgr.instance.OnWeatherChanged += (EnviroWeatherPreset type) =>
{
UpdateWeatherSlider ();
};
/*EnviroSkyMgr.instance.OnSeasonChanged += (EnviroSeasons.Seasons season) =>
{
UpdateSeasonSlider(season);
};*/
}
IEnumerator setupDrodown ()
{
started = true;
yield return new WaitForSeconds (0.1f);
for (int i = 0; i < EnviroSkyMgr.instance.GetCurrentWeatherPresetList().Count; i++) {
UnityEngine.UI.Dropdown.OptionData o = new UnityEngine.UI.Dropdown.OptionData();
o.text = EnviroSkyMgr.instance.GetCurrentWeatherPresetList()[i].Name;
weatherDropdown.options.Add (o);
}
yield return new WaitForSeconds (0.1f);
UpdateWeatherSlider ();
}
public void ChangeTimeSlider ()
{
if (sliderTime.value < 0f)
sliderTime.value = 0f;
EnviroSkyMgr.instance.SetTimeOfDay (sliderTime.value * 24f);
}
public void ChangeCloudQuality(int value)
{
#if ENVIRO_HD
EnviroSky.instance.ApplyVolumeCloudsQualityPreset(value);
#endif
}
public void ChangeAmbientVolume (float value)
{
EnviroSkyMgr.instance.ambientAudioVolume = value;
}
public void SetTimeOfDay (float value)
{
EnviroSkyMgr.instance.SetTimeOfDay(value);
}
public void ChangeWeatherVolume (float value)
{
EnviroSkyMgr.instance.weatherAudioVolume = value;
}
public void SetWeatherID (int id)
{
EnviroSkyMgr.instance.ChangeWeather (id);
}
public void SetVolumeClouds(bool b)
{
EnviroSkyMgr.instance.useVolumeClouds = b;
}
public void SetVolumeLighting(bool b)
{
EnviroSkyMgr.instance.useVolumeLighting = b;
}
public void SetFlatClouds(bool b)
{
EnviroSkyMgr.instance.useFlatClouds = b;
}
public void SetParticleClouds(bool b)
{
EnviroSkyMgr.instance.useParticleClouds = b;
}
public void SetSunShafts(bool b)
{
EnviroSkyMgr.instance.useSunShafts = b;
}
public void SetMoonShafts(bool b)
{
EnviroSkyMgr.instance.useMoonShafts = b;
}
public void SetSeason (int id)
{
switch (id)
{
case 0:
EnviroSkyMgr.instance.ChangeSeason (EnviroSeasons.Seasons.Spring);
break;
case 1:
EnviroSkyMgr.instance.ChangeSeason (EnviroSeasons.Seasons.Summer);
break;
case 2:
EnviroSkyMgr.instance.ChangeSeason (EnviroSeasons.Seasons.Autumn);
break;
case 3:
EnviroSkyMgr.instance.ChangeSeason (EnviroSeasons.Seasons.Winter);
break;
}
}
public void SetTimeProgress (int id)
{
switch (id)
{
case 0:
EnviroSkyMgr.instance.SetTimeProgress(EnviroTime.TimeProgressMode.None);
break;
case 1:
EnviroSkyMgr.instance.SetTimeProgress(EnviroTime.TimeProgressMode.Simulated);
break;
case 2:
EnviroSkyMgr.instance.SetTimeProgress(EnviroTime.TimeProgressMode.SystemTime);
break;
}
}
void UpdateWeatherSlider ()
{
if (EnviroSkyMgr.instance.GetCurrentWeatherPreset() != null) {
for (int i = 0; i < weatherDropdown.options.Count; i++) {
if (weatherDropdown.options [i].text == EnviroSkyMgr.instance.GetCurrentWeatherPreset().Name)
weatherDropdown.value = i;
}
}
}
void Update ()
{
if (!EnviroSkyMgr.instance.IsStarted())
return;
else {
if(!started)
StartCoroutine(setupDrodown ());
}
timeText.text = EnviroSkyMgr.instance.GetTimeString ();
if(EnviroSkyMgr.instance.GetCurrentWeatherPreset() != null)
weatherText.text = EnviroSkyMgr.instance.GetCurrentWeatherPreset().Name;
temperatureText.text = EnviroSkyMgr.instance.GetCurrentTemperatureString();
}
void LateUpdate ()
{
sliderTime.value = EnviroSkyMgr.instance.GetTimeOfDay() / 24f;
}
}
}
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using UnityEngine;
using System.Collections;
namespace EnviroSamples
{
public class EventTest : MonoBehaviour {
void Start ()
{
EnviroSkyMgr.instance.OnWeatherChanged += (EnviroWeatherPreset type) =>
{
DoOnWeatherChange(type);
Debug.Log("Weather changed to: " + type.Name);
};
EnviroSkyMgr.instance.OnZoneChanged += (EnviroZone z) =>
{
DoOnZoneChange(z);
Debug.Log("ChangedZone: " + z.zoneName);
};
EnviroSkyMgr.instance.OnSeasonChanged += (EnviroSeasons.Seasons season) =>
{
Debug.Log("Season changed");
};
EnviroSkyMgr.instance.OnHourPassed += () =>
{
Debug.Log("Hour Passed!");
};
EnviroSkyMgr.instance.OnDayPassed += () =>
{
Debug.Log("New Day!");
};
EnviroSkyMgr.instance.OnYearPassed += () =>
{
Debug.Log("New Year!");
};
EnviroSkyMgr.instance.OnDayTime += () =>
{
Debug.Log("New Year!");
};
}
void DoOnWeatherChange (EnviroWeatherPreset type)
{
if(type.Name == "Light Rain")
{
//Do something
}
}
void DoOnZoneChange(EnviroZone type)
{
if (type.zoneName == "Swamp")
{
//Do something
}
}
public void TestEventsWWeather ()
{
print("Weather Changed though interface!");
}
public void TestEventsNight ()
{
print("Night now!!");
}
public void TestEventsDay ()
{
print("Day now!!");
}
}
}
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using UnityEngine;
using System.Collections;
namespace EnviroSamples
{
public class FPSController : MonoBehaviour {
public float speed = 2f;
public float sensitivity = 2f;
CharacterController player;
public GameObject eyes;
float moveFB;
float moveLR;
float rotX;
float rotY;
// Use this for initialization
void Start () {
player = GetComponent<CharacterController> ();
}
// Update is called once per frame
void Update () {
moveFB = Input.GetAxis ("Vertical") * speed;
moveLR = Input.GetAxis ("Horizontal") * speed;
rotX = Input.GetAxis ("Mouse X") * sensitivity;
rotY -= Input.GetAxis ("Mouse Y") * sensitivity;
rotY = Mathf.Clamp (rotY, -60f, 60f);
Vector3 movement = new Vector3 (moveLR, 0, moveFB);
transform.Rotate (0, rotX, 0);
eyes.transform.localRotation = Quaternion.Euler(rotY, 0, 0);
//eyes.transform.Rotate (-rotY, 0, 0);
movement = transform.rotation * movement;
movement.y -= 4000f * Time.deltaTime;
player.Move (movement * Time.deltaTime);
}
}
}
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using UnityEngine;
using System.Collections;
namespace EnviroSamples
{
public class SampleHUDFPS : MonoBehaviour
{
// Attach this to any object to make a frames/second indicator.
//
// It calculates frames/second over each updateInterval,
// so the display does not keep changing wildly.
//
// It is also fairly accurate at very low FPS counts (<10).
// We do this not by simply counting frames per interval, but
// by accumulating FPS for each frame. This way we end up with
// corstartRect overall FPS even if the interval renders something like
// 5.5 frames.
public Rect startRect = new Rect( 10, 10, 75, 50 ); // The rect the window is initially displayed at.
public bool updateColor = true; // Do you want the color to change if the FPS gets low
public bool allowDrag = true; // Do you want to allow the dragging of the FPS window
public float frequency = 0.5F; // The update frequency of the fps
public int nbDecimal = 1; // How many decimal do you want to display
private float accum = 0f; // FPS accumulated over the interval
private int frames = 0; // Frames drawn over the interval
private Color color = Color.white; // The color of the GUI, depending of the FPS ( R < 10, Y < 30, G >= 30 )
private string sFPS = ""; // The fps formatted into a string.
private GUIStyle style; // The style the text will be displayed at, based en defaultSkin.label.
void Start()
{
StartCoroutine( FPS() );
}
void Update()
{
accum += Time.timeScale/ Time.deltaTime;
++frames;
}
IEnumerator FPS()
{
// Infinite loop executed every "frenquency" secondes.
while( true )
{
// Update the FPS
float fps = accum/frames;
sFPS = fps.ToString( "f" + Mathf.Clamp( nbDecimal, 0, 10 ) );
//Update the color
color = (fps >= 30) ? Color.green : ((fps > 10) ? Color.red : Color.yellow);
accum = 0.0F;
frames = 0;
yield return new WaitForSeconds( frequency );
}
}
void OnGUI()
{
// Copy the default label skin, change the color and the alignement
if( style == null ){
style = new GUIStyle( GUI.skin.label );
style.normal.textColor = Color.white;
style.alignment = TextAnchor.MiddleCenter;
}
GUI.color = updateColor ? color : Color.white;
startRect = GUI.Window(0, startRect, DoMyWindow, "");
}
void DoMyWindow(int windowID)
{
GUI.Label( new Rect(0, 0, startRect.width, startRect.height), sFPS + " FPS", style );
if( allowDrag ) GUI.DragWindow(new Rect(0, 0, Screen.width, Screen.height));
}
}
}
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