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2026-03-17 13:40:09 +02:00
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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;
/// <summary>
/// the material gets the wind settings
/// method only runs in the editor mode
/// </summary>
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);
}
}
}
}