Manager entity responsible for managing in-game time and weather, providing the script and gamecode with usable in-game API.
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Manager entity responsible for managing in-game time and weather, providing the script and gamecode with usable in-game API.
◆ IsDayHour()
proto external bool BaseTimeAndWeatherManagerEntity.IsDayHour |
( |
float |
hour24 | ) |
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◆ IsNightHour()
proto external bool BaseTimeAndWeatherManagerEntity.IsNightHour |
( |
float |
hour24 | ) |
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◆ SetTimeEvent()
proto void BaseTimeAndWeatherManagerEntity.SetTimeEvent |
( |
string |
time, |
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Managed |
inst, |
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func |
callback, |
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bool |
delayed = true , |
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bool |
singleUse = false |
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) |
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◆ TryGetCompleteLocalWeather()
proto external bool BaseTimeAndWeatherManagerEntity.TryGetCompleteLocalWeather |
( |
LocalWeatherSituation |
lws, |
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float |
swayFrequency, |
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vector |
location |
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) |
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Returns all information about current weather - rain, fog, overcast, wind.
If swayFrequency and location are set, sway is calculated as well (works as with trees and grass). Mind that wetness and water accumulation effects are WIP and they will not be set yet. You can use ref LocalWeatherSituation weatherSituation = new LocalWeatherSituation(); to create the object and pass it as an argument.
The documentation for this interface was generated from the following file:
- Game/generated/World/BaseTimeAndWeatherManagerEntity.c