using NewHorizons.Utility; using System.ComponentModel; using UnityEngine; namespace NewHorizons.External.Modules { public class AtmosphereModule { public float Size { get; set; } public MColor AtmosphereTint { get; set; } public MColor FogTint { get; set; } public float FogDensity { get; set; } public float FogSize { get; set; } public bool HasRain { get; set; } public bool HasSnow { get; set; } public bool HasOxygen { get; set; } public bool UseAtmosphereShader { get; set; } public CloudInfo Clouds { get; set; } #region Obsolete [System.Obsolete("CloudTint is deprecated, please use CloudInfo instead")] public MColor CloudTint { get; set; } [System.Obsolete("CloudTint is deprecated, please use CloudInfo instead")] public string Cloud { get; set; } [System.Obsolete("CloudCap is deprecated, please use CloudInfo instead")] public string CloudCap { get; set; } [System.Obsolete("CloudRamp is deprecated, please use CloudInfo instead")] public string CloudRamp { get; set; } [System.Obsolete("CloudFluidType is deprecated, please use CloudInfo instead")] public string CloudFluidType { get; set; } [System.Obsolete("UseBasicCloudShader is deprecated, please use CloudInfo instead")] public bool UseBasicCloudShader { get; set; } [DefaultValue(true)] [System.Obsolete("ShadowsOnClouds is deprecated, please use CloudInfo instead")] public bool ShadowsOnClouds { get; set; } = true; [System.Obsolete("HasAtmosphere is deprecated, please use UseAtmosphereShader instead")] public bool HasAtmosphere { get; set; } #endregion Obsolete public class AirInfo { public float Scale { get; set; } public bool HasOxygen { get; set; } public bool IsRaining { get; set; } public bool IsSnowing { get; set; } } public class CloudInfo { public float OuterCloudRadius { get; set; } public float InnerCloudRadius { get; set; } public MColor Tint { get; set; } public string TexturePath { get; set; } public string CapPath { get; set; } public string RampPath { get; set; } public string FluidType { get; set; } public bool UseBasicCloudShader { get; set; } public bool Unlit { get; set; } public bool HasLightning { get; set; } public MGradient[] LightningGradient { get; set; } } } }