using System.Collections; using System.Collections.Generic; using UnityEngine; public class Wethermain : MonoBehaviour { public Transform[] ts; bool aaa; bool bbb; float time; float timeB; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { if(Input.GetKeyDown(KeyCode.Alpha1)) { if(aaa) { aaa = false; } else { aaa = true; } } if (Input.GetKeyDown(KeyCode.Alpha2)) { if (bbb) { bbb = false; } else { bbb = true; } } if (aaa) { time += Time.deltaTime * 2; } else { time -= Time.deltaTime * 2; } time = Mathf.Clamp(time, 0, 1); asdasd(time); // if (bbb) { timeB += Time.deltaTime * 2; } else { timeB -= Time.deltaTime * 2; } timeB = Mathf.Clamp(timeB, 0, 1); asdasdd(timeB); } void asdasd(float v) { foreach (Transform t in ts) { foreach (Transform tt in t.GetComponentsInChildren()) { if (tt.GetComponent()) { foreach (Material m in tt.GetComponent().materials) { if (m.HasFloat("_Snownny")) { m.SetFloat("_Snownny", v); } } } // if (tt.GetComponent()) { Material m = tt.GetComponent().material; m.SetFloat("_Snownny", v); } } } } void asdasdd(float v) { foreach (Transform t in ts) { foreach (Transform tt in t.GetComponentsInChildren()) { if (tt.GetComponent()) { foreach (Material m in tt.GetComponent().materials) { if (m.HasFloat("_Rainny")) { m.SetFloat("_Rainny", v); } } } } } } }