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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "Engine/DirectionalLight.h"
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#include "Components/DirectionalLightComponent.h"
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#include "Engine/SkyLight.h"
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#include "Components/SkyLightComponent.h"
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#include "Engine/ExponentialHeightFog.h"
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#include <Components/SkyAtmosphereComponent.h>
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#include "Components/ExponentialHeightFogComponent.h"
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#include <Curves/CurveVector.h>
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#include "NiagaraComponent.h"
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#include "Kismet/GameplayStatics.h"
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#include "GameFramework/Pawn.h"
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#include "Components/SceneComponent.h"
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#include "WheatherSystem.generated.h"
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/** Please add a class description */
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UCLASS(Blueprintable, BlueprintType)
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class NESIANDMYPROJECT_API AWheatherSystem : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AWheatherSystem();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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public:
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/** Please add a variable description */
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Components")
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TObjectPtr<UNiagaraComponent> RainComponent;
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/** Please add a variable description */
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Components")
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TObjectPtr<UNiagaraComponent> SnowComponent;
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/** Please add a variable description */
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UPROPERTY(BlueprintReadWrite, EditInstanceOnly, Category = "Standard")
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TObjectPtr<ADirectionalLight> Sun;
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/** Please add a variable description */
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UPROPERTY(BlueprintReadWrite, EditInstanceOnly, Category = "Standard")
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TObjectPtr<ADirectionalLight> Moon;
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/** Please add a variable description */
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UPROPERTY(BlueprintReadWrite, EditInstanceOnly, Category = "Standard")
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TObjectPtr<ASkyLight> SkyLight;
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/** Please add a variable description */
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UPROPERTY(BlueprintReadWrite, EditInstanceOnly, Category = "Standard")
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TObjectPtr<ASkyAtmosphere> SkyAtmosphere;
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/** Please add a variable description */
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UPROPERTY(BlueprintReadWrite, EditInstanceOnly, Category = "Standard")
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TObjectPtr<AExponentialHeightFog> Fog;
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/** Please add a variable description */
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Standard")
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double CurrentTime;
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/** Please add a variable description */
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Standard")
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double DayLengthMiutes;
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/** Please add a variable description */
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Standard")
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TObjectPtr<UCurveFloat> DayCurve;
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/** Please add a variable description */
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Standard")
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double OneHoure;
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/** Please add a variable description */
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Standard")
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TObjectPtr<UCurveVector> SunlightItensity;
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/** Please add a variable description */
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Standard")
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TObjectPtr<UCurveVector> SkylightIntensity;
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/** Please add a variable description */
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Standard")
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TObjectPtr<UCurveFloat> WeatherTypeCurve;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Standard")
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TObjectPtr<UCurveFloat> FogTimelineCurve;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Standard")
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TObjectPtr<UCurveFloat> RainTimelineCurve;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Standard")
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TObjectPtr<UCurveFloat> SnowTimelineCurve;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Standard")
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TObjectPtr<UCurveFloat> FogHeightFalloffCurve;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Standard")
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bool bFog = false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Standard")
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bool bRain = false;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Standard")
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bool bSnow = false;
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private:
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void UpdateWeather();
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void UpdateRain();
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void UpdateSnow();
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void UpdateFog();
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float MaxSnow = 0.0;
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float MaxRain = 0.0;
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};
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