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AmbienceEmitter.cs
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AmbienceEmitter.cs
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using System;
using System.Collections.Generic;
using UnityEngine;
public class AmbienceEmitter : MonoBehaviour, IClientComponent, IComparable<AmbienceEmitter>
{
public AmbienceDefinitionList baseAmbience;
public AmbienceDefinitionList stings;
public bool isStatic = true;
public bool followCamera;
public bool isBaseEmitter;
public bool active;
public float cameraDistanceSq = float.PositiveInfinity;
public BoundingSphere boundingSphere;
public float crossfadeTime = 2f;
public Dictionary<AmbienceDefinition, float> nextStingTime = new Dictionary<AmbienceDefinition, float>();
public float deactivateTime = float.PositiveInfinity;
public bool playUnderwater = true;
public bool playAbovewater = true;
public Enum currentTopology { get; private set; }
public Enum currentBiome { get; private set; }
public int CompareTo(AmbienceEmitter other)
{
return cameraDistanceSq.CompareTo(other.cameraDistanceSq);
}
public AmbienceEmitter()
: this()
{
}
}