DayTime, Level & PlayerSkin improvements
* Changed the DayTime enum name to DayTimes for consistency with other enums like Seasons * Changing the EnvironmentType or WeatherType will now not reset back to the default when Reloading a map with the R key (Warping or loading a different map normally does reset those properties) * @level.setdaytime(int) is now @environment.setdaytime(int), which sets the DayTime permanently across maps. Setting the daytime to any other value than 1 2 3 or 4 will reset the daytime to the default one * Added command @player.setskin(name) which will permanently change the player's skin, unlike @player.wearskin(name) which only changes the skin temporarily.
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@ -427,7 +427,7 @@
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r = New ReactionContainer("<name> is looking~up at the sky.", MessageBulb.NotifcationTypes.Waiting)
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End If
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Case 27
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If IsOutside() = True And World.GetTime() = World.DayTime.Night And World.GetCurrentRegionWeather() = World.Weathers.Clear Then
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If IsOutside() = True And World.GetTime() = World.DayTimes.Night And World.GetCurrentRegionWeather() = World.Weathers.Clear Then
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r = New ReactionContainer("Your Pokémon is happily~gazing at the beautiful,~starry sky!", MessageBulb.NotifcationTypes.Waiting)
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End If
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Case 28
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@ -437,7 +437,7 @@
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r = New ReactionContainer("<name> is looking~up at the ceiling.", MessageBulb.NotifcationTypes.Note)
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End If
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Case 30
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If IsOutside() = True And World.GetTime() = World.DayTime.Night Then
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If IsOutside() = True And World.GetTime() = World.DayTimes.Night Then
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r = New ReactionContainer("Your Pokémon is staring~spellbound at the night sky!", MessageBulb.NotifcationTypes.Friendly)
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End If
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Case 31
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@ -209,13 +209,13 @@
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Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\pokegear"), New Rectangle(CInt(startPos.X + 34 + FontManager.MiniFont.MeasureString(t2).X), CInt(startPos.Y + 8), 16, 16), New Rectangle(112, 112, 16, 16), Color.White)
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End If
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Select Case World.GetTime
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Case World.DayTime.Night
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Case World.DayTimes.Night
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Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\pokegear"), New Rectangle(CInt(startPos.X + width - FontManager.MiniFont.MeasureString(t).X - 34), CInt(startPos.Y + 6), 16, 16), New Rectangle(64, 112, 8, 8), Color.White)
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Case World.DayTime.Morning
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Case World.DayTimes.Morning
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Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\pokegear"), New Rectangle(CInt(startPos.X + width - FontManager.MiniFont.MeasureString(t).X - 34), CInt(startPos.Y + 6), 16, 16), New Rectangle(72, 112, 8, 8), Color.White)
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Case World.DayTime.Day
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Case World.DayTimes.Day
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Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\pokegear"), New Rectangle(CInt(startPos.X + width - FontManager.MiniFont.MeasureString(t).X - 34), CInt(startPos.Y + 6), 16, 16), New Rectangle(64, 120, 8, 8), Color.White)
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Case World.DayTime.Evening
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Case World.DayTimes.Evening
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Core.SpriteBatch.Draw(TextureManager.GetTexture("GUI\Menus\pokegear"), New Rectangle(CInt(startPos.X + width - FontManager.MiniFont.MeasureString(t).X - 34), CInt(startPos.Y + 6), 16, 16), New Rectangle(72, 120, 8, 8), Color.White)
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End Select
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End Sub
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@ -1541,7 +1541,7 @@
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Public OverwriteMax As Decimal
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Public Name As String = ""
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Public Region As String = ""
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Public DayTimes As New List(Of World.DayTime)
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Public DayTimes As New List(Of World.DayTimes)
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Public Expansions As New List(Of String)
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Public Music As String = ""
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Public Content As String = ""
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@ -1576,7 +1576,7 @@
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Dim lDayTimes() As String = data(4).Split(CChar(","))
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For Each daytime As String In lDayTimes
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If StringHelper.IsNumeric(daytime) = True Then
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DayTimes.Add(CType(CInt(daytime), World.DayTime))
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DayTimes.Add(CType(CInt(daytime), World.DayTimes))
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End If
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Next
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@ -72,25 +72,25 @@ Public Class PressStartScreen
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Dim dayTime = World.GetTime
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Select Case dayTime
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Case World.DayTime.Morning
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Case World.DayTimes.Morning
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_fromColor = New Color(246, 170, 109)
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_toColor = New Color(248, 248, 248)
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_textColor = Color.Black
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Case World.DayTime.Day
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Case World.DayTimes.Day
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_fromColor = New Color(120, 160, 248)
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_toColor = New Color(248, 248, 248)
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_textColor = Color.Black
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Case World.DayTime.Evening
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Case World.DayTimes.Evening
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_fromColor = New Color(32, 64, 168)
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_toColor = New Color(40, 80, 88)
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_textColor = Color.White
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Case World.DayTime.Night
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Case World.DayTimes.Night
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_fromColor = New Color(32, 64, 168)
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_toColor = New Color(0, 0, 0)
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_textColor = Color.White
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End Select
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If dayTime = World.DayTime.Day OrElse dayTime = World.DayTime.Morning Then
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If dayTime = World.DayTimes.Day OrElse dayTime = World.DayTimes.Morning Then
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Dim clouds = New Scene.Clouds()
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clouds.LoadContent()
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_entities.Add(clouds)
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@ -787,7 +787,7 @@ Public Class NewMainMenuScreen
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Dim fontColor As Color = Color.White
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Dim dayTime = World.GetTime
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If dayTime = World.DayTime.Day OrElse dayTime = World.DayTime.Morning Then
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If dayTime = World.DayTimes.Day OrElse dayTime = World.DayTimes.Morning Then
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fontColor = Color.Black
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End If
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@ -50,6 +50,16 @@
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End Select
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Case "toggledarkness"
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Screen.Level.IsDark = Not Screen.Level.IsDark
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Case "setdaytime"
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Dim daytime As Integer = int(argument)
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If daytime > 0 AndAlso daytime <= 4 Then
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World.setDaytime = CType(daytime, World.DayTimes)
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Screen.Level.DayTime = daytime
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Else
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World.setDaytime = Nothing
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Screen.Level.DayTime = World.GetTime
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End If
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IsReady = True
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End Select
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Screen.Level.World.Initialize(Screen.Level.EnvironmentType, Screen.Level.WeatherType)
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@ -69,9 +69,6 @@
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Case "setsafari"
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Screen.Level.IsSafariZone = CBool(argument)
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IsReady = True
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Case "setdaytime"
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Screen.Level.DayTime = CInt(argument)
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IsReady = True
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End Select
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End Sub
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@ -41,6 +41,15 @@
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.UpdateEntity()
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End With
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IsReady = True
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Case "setskin"
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Core.Player.Skin = argument
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With Screen.Level.OwnPlayer
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Dim TextureID As String = argument
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.SetTexture(TextureID, False)
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.UpdateEntity()
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End With
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IsReady = True
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Case "move"
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If Started = False Then
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Screen.Camera.Move(sng(argument))
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@ -204,7 +204,6 @@ Namespace ScriptVersion2
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r(New ScriptCommand("level", "waitforsave", "Makes the level idle until the current saving of an GameJolt save is done."))
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r(New ScriptCommand("level", "reload", "Reloads the current map."))
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r(New ScriptCommand("level", "setsafari", {New ScriptArgument("safari", ScriptArgument.ArgumentTypes.Bool)}.ToList(), "Sets if the current map is a Safari Zone (influences battle style)."))
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r(New ScriptCommand("level", "setdaytime", {New ScriptArgument("daytime", ScriptArgument.ArgumentTypes.Int)}.ToList(), "Sets the daytime of the current map."))
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' Constructs:
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r(New ScriptCommand("level", "mapfile", "str", "Returns the mapfile of the currently loaded map.", ",", True))
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r(New ScriptCommand("level", "levelfile", "str", "Returns the mapfile of the currently loaded map.", ",", True))
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@ -406,7 +405,7 @@ Namespace ScriptVersion2
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r(New ScriptCommand("environment", "setisdark", {New ScriptArgument("isDark", ScriptArgument.ArgumentTypes.Bool)}.ToList(), "Sets the ""IsDark"" parameter of the current map."))
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r(New ScriptCommand("environment", "setrenderdistance", {New ScriptArgument("distance", ScriptArgument.ArgumentTypes.Str, {"0-4", "tiny", "small", "normal", "far", "extreme"})}.ToList(), "Sets the render distance."))
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r(New ScriptCommand("environment", "toggledarkness", "Toggles the ""IsDark"" parameter of the current map."))
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r(New ScriptCommand("environment", "setdaytime", {New ScriptArgument("daytime", ScriptArgument.ArgumentTypes.Int)}.ToList(), "Sets the daytime to use for the Outside EnvironmentType (0). Can be 1-4, any other number resets to the default daytime."))
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' Constructs:
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r(New ScriptCommand("environment", "daytime", "str", "Returns the current DayTime of the game.", ",", True))
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r(New ScriptCommand("environment", "daytimeID", "int", "Returns the current DayTimeID of the game.", ",", True))
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@ -440,7 +439,8 @@ Namespace ScriptVersion2
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r(New ScriptCommand("player", "receivepokedex", "Makes the Pokédex accessible for the player."))
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r(New ScriptCommand("player", "receivepokegear", "Makes the Pokégear accessible for the player."))
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r(New ScriptCommand("player", "renamerival", "Opens the rival rename screen."))
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r(New ScriptCommand("player", "wearskin", {New ScriptArgument("skin", ScriptArgument.ArgumentTypes.Str)}.ToList(), "Changes the player skin."))
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r(New ScriptCommand("player", "wearskin", {New ScriptArgument("skin", ScriptArgument.ArgumentTypes.Str)}.ToList(), "Changes the player skin temporarily."))
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r(New ScriptCommand("player", "setskin", {New ScriptArgument("skin", ScriptArgument.ArgumentTypes.Str)}.ToList(), "Changes the player skin permanently."))
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r(New ScriptCommand("player", "setonlineskin", {New ScriptArgument("gamejoltID", ScriptArgument.ArgumentTypes.Str)}.ToList(), "Changes the player skin to a skin downloaded for the GameJoltID."))
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r(New ScriptCommand("player", "move", {New ScriptArgument("steps", ScriptArgument.ArgumentTypes.Sng)}.ToList(), "Starts the player movement."))
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r(New ScriptCommand("player", "moveasync", {New ScriptArgument("steps", ScriptArgument.ArgumentTypes.Str)}.ToList(), "Starts the async player movement."))
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@ -39,7 +39,7 @@ Public Class Level
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Private _canFly As Boolean = False
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Private _rideType As Integer = 0
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Private _weatherType As Integer = 0
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Public _DayTime As World.DayTime = World.GetTime
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Public _DayTime As World.DayTimes = World.GetTime
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Private _environmentType As Integer = 0
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Private _wildPokemonGrass As Boolean = True
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Private _wildPokemonFloor As Boolean = False
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@ -351,13 +351,13 @@ Public Class Level
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Public Property DayTime As Integer
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Get
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Select Case Me._DayTime
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Case World.DayTime.Day
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Case World.DayTimes.Day
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Return 1
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Case World.DayTime.Night
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Case World.DayTimes.Night
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Return 2
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Case World.DayTime.Morning
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Case World.DayTimes.Morning
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Return 3
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Case World.DayTime.Evening
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Case World.DayTimes.Evening
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Return 4
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Case Else
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Return World.GetTime
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@ -366,13 +366,13 @@ Public Class Level
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Set(value As Integer)
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Select Case value
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Case 1
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Me._DayTime = World.DayTime.Day
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Me._DayTime = World.DayTimes.Day
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Case 2
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Me._DayTime = World.DayTime.Night
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Me._DayTime = World.DayTimes.Night
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Case 3
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Me._DayTime = World.DayTime.Morning
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Me._DayTime = World.DayTimes.Morning
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Case 4
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Me._DayTime = World.DayTime.Evening
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Me._DayTime = World.DayTimes.Evening
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Case Else
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Me._DayTime = World.GetTime
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End Select
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@ -733,7 +733,7 @@ Public Class Level
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''' Loads a level from a levelfile.
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''' </summary>
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''' <param name="Levelpath">The path to load the level from. Start with "|" to prevent loading a levelfile.</param>
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Public Sub Load(ByVal Levelpath As String)
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Public Sub Load(ByVal Levelpath As String, Optional Reload As Boolean = False)
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' copy all changed files
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If GameController.IS_DEBUG_ACTIVE Then
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If Levelpath.StartsWith("|") = False Then
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Me.StopOffsetMapUpdate()
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Dim levelLoader As New LevelLoader()
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levelLoader.LoadLevel(params.ToArray())
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levelLoader.LoadLevel(params.ToArray(), Reload)
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Else
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Logger.Debug("Don't attempt to load a levelfile.")
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End If
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If KeyBoardHandler.KeyPressed(Keys.R) = True And Core.CurrentScreen.Identification = Screen.Identifications.OverworldScreen Then
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Core.OffsetMaps.Clear()
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Logger.Debug(String.Format("Reload map file: {0}", Me._levelFile))
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Me.Load(LevelFile)
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Me.Load(LevelFile, True)
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End If
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End If
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@ -4,6 +4,7 @@
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Public Shared LoadedOffsetMapOffsets As New List(Of Vector3)
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Public Shared LoadedOffsetMapNames As New List(Of String)
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Private _reload As Boolean = False
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Private Enum TagTypes
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Entity
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''' Loads the level.
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''' </summary>
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''' <param name="Params">Params contruction: String LevelFile, bool IsOffsetMap, Vector3 Offset, int Offsetmaplevel, Str() InstanceLoadedOffsetMaps</param>
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Public Sub LoadLevel(ByVal Params As Object())
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Public Sub LoadLevel(ByVal Params As Object(), Optional Reload As Boolean = False)
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Busy += 1
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TempParams = Params
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_reload = Reload
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If MULTITHREAD = True Then
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Dim t As New Threading.Thread(AddressOf InternalLoad)
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t.IsBackground = True
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Else
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Screen.Level.RideType = 0
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End If
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If _reload = False Then
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If TagExists(Tags, "EnvironmentType") = True Then
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Screen.Level.EnvironmentType = CInt(GetTag(Tags, "EnvironmentType"))
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Else
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Screen.Level.EnvironmentType = 0
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End If
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If TagExists(Tags, "EnvironmentType") = True Then
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Screen.Level.EnvironmentType = CInt(GetTag(Tags, "EnvironmentType"))
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Else
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Screen.Level.EnvironmentType = 0
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End If
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If TagExists(Tags, "Weather") = True Then
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Screen.Level.WeatherType = CInt(GetTag(Tags, "Weather"))
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Else
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Screen.Level.WeatherType = 0
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End If
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If TagExists(Tags, "Weather") = True Then
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Screen.Level.WeatherType = CInt(GetTag(Tags, "Weather"))
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Else
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Screen.Level.WeatherType = 0
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End If
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If TagExists(Tags, "DayTime") = True Then
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Screen.Level.DayTime = CInt(GetTag(Tags, "DayTime"))
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Else
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Screen.Level.DayTime = 0
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If TagExists(Tags, "DayTime") = True Then
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Screen.Level.DayTime = CInt(GetTag(Tags, "DayTime"))
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Else
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Screen.Level.DayTime = 0
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End If
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End If
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If TagExists(Tags, "Lighting") = True Then
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Screen.Level.IsDark = False
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End If
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If Screen.Level.DayTime = World.DayTime.Night Then
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If Screen.Level.DayTime = World.DayTimes.Night Then
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If World.IsAurora = False Then
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Dim chance = Random.Next(0, 250)
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If chance = 0 Then
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@ -246,7 +246,7 @@
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End Function
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Private Function GetCloudsTexture() As Texture2D
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Dim time As World.DayTime = World.GetTime
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Dim time As World.DayTimes = World.GetTime
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Select Case Screen.Level.World.CurrentMapWeather
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Case World.Weathers.Rain, World.Weathers.Blizzard, World.Weathers.Thunderstorm, World.Weathers.Snow
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Case 4
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Return TextureManager.GetTexture("SkyDomeResource\Clouds_Evening")
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End Select
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If time = World.DayTime.Morning Then
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If time = World.DayTimes.Morning Then
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Return TextureManager.GetTexture("SkyDomeResource\Clouds_Morning")
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ElseIf time = World.DayTime.Day Then
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ElseIf time = World.DayTimes.Day Then
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Return TextureManager.GetTexture("SkyDomeResource\Clouds_Day")
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ElseIf time = World.DayTime.Evening Then
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ElseIf time = World.DayTimes.Evening Then
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Return TextureManager.GetTexture("SkyDomeResource\Clouds_Evening")
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Else
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Return TextureManager.GetTexture("SkyDomeResource\Clouds_Night")
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@ -288,14 +288,14 @@
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Case 4
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Return TextureManager.GetTexture("SkyDomeResource\Sky_Evening")
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End Select
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Dim time As World.DayTime = World.GetTime
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Dim time As World.DayTimes = World.GetTime
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Select Case Screen.Level.World.CurrentMapWeather
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Case World.Weathers.Clear
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If time = World.DayTime.Morning Then
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If time = World.DayTimes.Morning Then
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Return TextureManager.GetTexture("SkyDomeResource\Sky_Morning")
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ElseIf time = World.DayTime.Day Then
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ElseIf time = World.DayTimes.Day Then
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Return TextureManager.GetTexture("SkyDomeResource\Sky_Day")
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ElseIf time = World.DayTime.Evening Then
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ElseIf time = World.DayTimes.Evening Then
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Return TextureManager.GetTexture("SkyDomeResource\Sky_Evening")
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Else
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Return TextureManager.GetTexture("SkyDomeResource\Sky_Night")
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@ -5,6 +5,7 @@ Public Class World
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Private Shared _regionWeather As Weathers = Weathers.Clear
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Private Shared _regionWeatherSet As Boolean = False
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Public Shared setSeason As Seasons = Nothing
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Public Shared setDaytime As DayTimes = Nothing
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Public Shared IsMainMenu As Boolean = False
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Public Shared IsAurora As Boolean = False
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@ -38,7 +39,7 @@ Public Class World
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Forest = 5
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End Enum
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Public Enum DayTime As Integer
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Public Enum DayTimes As Integer
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Night = 0
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Morning = 1
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Day = 2
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@ -78,64 +79,68 @@ Public Class World
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End Get
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End Property
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Public Shared ReadOnly Property GetTime() As DayTime
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Public Shared ReadOnly Property GetTime() As DayTimes
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Get
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If IsMainMenu Then
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Return DayTime.Day
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Return DayTimes.Day
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End If
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Dim time As DayTime = DayTime.Day
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If setDaytime <> Nothing Then
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Return setDaytime
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Else
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Dim time As DayTimes = DayTimes.Day
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Dim Hour As Integer = My.Computer.Clock.LocalTime.Hour
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If NeedServerObject() = True Then
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Dim data() As String = ServerTimeData.Split(CChar(","))
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Hour = CInt(data(0))
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Dim Hour As Integer = My.Computer.Clock.LocalTime.Hour
|
||||
If NeedServerObject() = True Then
|
||||
Dim data() As String = ServerTimeData.Split(CChar(","))
|
||||
Hour = CInt(data(0))
|
||||
End If
|
||||
|
||||
Select Case CurrentSeason
|
||||
Case Seasons.Winter
|
||||
If Hour > 18 Or Hour < 7 Then
|
||||
time = DayTimes.Night
|
||||
ElseIf Hour > 6 And Hour < 11 Then
|
||||
time = DayTimes.Morning
|
||||
ElseIf Hour > 10 And Hour < 17 Then
|
||||
time = DayTimes.Day
|
||||
ElseIf Hour > 16 And Hour < 19 Then
|
||||
time = DayTimes.Evening
|
||||
End If
|
||||
Case Seasons.Spring
|
||||
If Hour > 19 Or Hour < 5 Then
|
||||
time = DayTimes.Night
|
||||
ElseIf Hour > 4 And Hour < 10 Then
|
||||
time = DayTimes.Morning
|
||||
ElseIf Hour > 9 And Hour < 17 Then
|
||||
time = DayTimes.Day
|
||||
ElseIf Hour > 16 And Hour < 20 Then
|
||||
time = DayTimes.Evening
|
||||
End If
|
||||
Case Seasons.Summer
|
||||
If Hour > 20 Or Hour < 4 Then
|
||||
time = DayTimes.Night
|
||||
ElseIf Hour > 3 And Hour < 9 Then
|
||||
time = DayTimes.Morning
|
||||
ElseIf Hour > 8 And Hour < 19 Then
|
||||
time = DayTimes.Day
|
||||
ElseIf Hour > 18 And Hour < 21 Then
|
||||
time = DayTimes.Evening
|
||||
End If
|
||||
Case Seasons.Fall
|
||||
If Hour > 19 Or Hour < 6 Then
|
||||
time = DayTimes.Night
|
||||
ElseIf Hour > 5 And Hour < 10 Then
|
||||
time = DayTimes.Morning
|
||||
ElseIf Hour > 9 And Hour < 18 Then
|
||||
time = DayTimes.Day
|
||||
ElseIf Hour > 17 And Hour < 20 Then
|
||||
time = DayTimes.Evening
|
||||
End If
|
||||
End Select
|
||||
|
||||
Return time
|
||||
End If
|
||||
|
||||
Select Case CurrentSeason
|
||||
Case Seasons.Winter
|
||||
If Hour > 18 Or Hour < 7 Then
|
||||
time = DayTime.Night
|
||||
ElseIf Hour > 6 And Hour < 11 Then
|
||||
time = DayTime.Morning
|
||||
ElseIf Hour > 10 And Hour < 17 Then
|
||||
time = DayTime.Day
|
||||
ElseIf Hour > 16 And Hour < 19 Then
|
||||
time = DayTime.Evening
|
||||
End If
|
||||
Case Seasons.Spring
|
||||
If Hour > 19 Or Hour < 5 Then
|
||||
time = DayTime.Night
|
||||
ElseIf Hour > 4 And Hour < 10 Then
|
||||
time = DayTime.Morning
|
||||
ElseIf Hour > 9 And Hour < 17 Then
|
||||
time = DayTime.Day
|
||||
ElseIf Hour > 16 And Hour < 20 Then
|
||||
time = DayTime.Evening
|
||||
End If
|
||||
Case Seasons.Summer
|
||||
If Hour > 20 Or Hour < 4 Then
|
||||
time = DayTime.Night
|
||||
ElseIf Hour > 3 And Hour < 9 Then
|
||||
time = DayTime.Morning
|
||||
ElseIf Hour > 8 And Hour < 19 Then
|
||||
time = DayTime.Day
|
||||
ElseIf Hour > 18 And Hour < 21 Then
|
||||
time = DayTime.Evening
|
||||
End If
|
||||
Case Seasons.Fall
|
||||
If Hour > 19 Or Hour < 6 Then
|
||||
time = DayTime.Night
|
||||
ElseIf Hour > 5 And Hour < 10 Then
|
||||
time = DayTime.Morning
|
||||
ElseIf Hour > 9 And Hour < 18 Then
|
||||
time = DayTime.Day
|
||||
ElseIf Hour > 17 And Hour < 20 Then
|
||||
time = DayTime.Evening
|
||||
End If
|
||||
End Select
|
||||
|
||||
Return time
|
||||
End Get
|
||||
End Property
|
||||
|
||||
|
@ -223,7 +228,7 @@ Public Class World
|
|||
End Select
|
||||
Case EnvironmentTypes.Outside
|
||||
Select Case World.GetTime
|
||||
Case DayTime.Night
|
||||
Case DayTimes.Night
|
||||
Select Case Core.GameOptions.RenderDistance
|
||||
Case 0
|
||||
Screen.Effect.FogStart = -2
|
||||
|
@ -251,7 +256,7 @@ Public Class World
|
|||
|
||||
Screen.Camera.FarPlane = 100
|
||||
End Select
|
||||
Case DayTime.Morning
|
||||
Case DayTimes.Morning
|
||||
Select Case Core.GameOptions.RenderDistance
|
||||
Case 0
|
||||
Screen.Effect.FogStart = 16
|
||||
|
@ -279,7 +284,7 @@ Public Class World
|
|||
|
||||
Screen.Camera.FarPlane = 100
|
||||
End Select
|
||||
Case DayTime.Day
|
||||
Case DayTimes.Day
|
||||
Select Case Core.GameOptions.RenderDistance
|
||||
Case 0
|
||||
Screen.Effect.FogStart = 16
|
||||
|
@ -307,7 +312,7 @@ Public Class World
|
|||
|
||||
Screen.Camera.FarPlane = 100
|
||||
End Select
|
||||
Case DayTime.Evening
|
||||
Case DayTimes.Evening
|
||||
Select Case Core.GameOptions.RenderDistance
|
||||
Case 0
|
||||
Screen.Effect.FogStart = 0
|
||||
|
|
Loading…
Reference in New Issue