Inital Commit

This commit is contained in:
Mueller Wayan
2025-08-15 10:40:09 +02:00
commit d31b693fd2
521 changed files with 933 additions and 0 deletions
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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "MyActorComponent.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class NESIANDMYPROJECT_API UMyActorComponent : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UMyActorComponent();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
};
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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Engine/DirectionalLight.h"
#include "Components/DirectionalLightComponent.h"
#include "Engine/SkyLight.h"
#include "Components/SkyLightComponent.h"
#include "Engine/ExponentialHeightFog.h"
#include <Components/SkyAtmosphereComponent.h>
#include "Components/ExponentialHeightFogComponent.h"
#include <Curves/CurveVector.h>
#include "NiagaraComponent.h"
#include "Kismet/GameplayStatics.h"
#include "GameFramework/Pawn.h"
#include "Components/SceneComponent.h"
#include "WheatherSystem.generated.h"
/** Please add a class description */
UCLASS(Blueprintable, BlueprintType)
class NESIANDMYPROJECT_API AWheatherSystem : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AWheatherSystem();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
public:
/** Please add a variable description */
UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Components")
TObjectPtr<UNiagaraComponent> RainComponent;
/** Please add a variable description */
UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Components")
TObjectPtr<UNiagaraComponent> SnowComponent;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditInstanceOnly, Category = "Standard")
TObjectPtr<ADirectionalLight> Sun;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditInstanceOnly, Category = "Standard")
TObjectPtr<ADirectionalLight> Moon;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditInstanceOnly, Category = "Standard")
TObjectPtr<ASkyLight> SkyLight;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditInstanceOnly, Category = "Standard")
TObjectPtr<ASkyAtmosphere> SkyAtmosphere;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditInstanceOnly, Category = "Standard")
TObjectPtr<AExponentialHeightFog> Fog;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Standard")
double CurrentTime;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Standard")
double DayLengthMiutes;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Standard")
TObjectPtr<UCurveFloat> DayCurve;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Standard")
double OneHoure;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Standard")
TObjectPtr<UCurveVector> SunlightItensity;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Standard")
TObjectPtr<UCurveVector> SkylightIntensity;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Standard")
TObjectPtr<UCurveFloat> WeatherTypeCurve;
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Standard")
TObjectPtr<UCurveFloat> FogTimelineCurve;
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Standard")
TObjectPtr<UCurveFloat> RainTimelineCurve;
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Standard")
TObjectPtr<UCurveFloat> SnowTimelineCurve;
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Standard")
TObjectPtr<UCurveFloat> FogHeightFalloffCurve;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Standard")
bool bFog = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Standard")
bool bRain = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Standard")
bool bSnow = false;
private:
void UpdateWeather();
void UpdateRain();
void UpdateSnow();
void UpdateFog();
float MaxSnow = 0.0;
float MaxRain = 0.0;
};