using System.Collections; using DistantLands.Cozy.Data; using UnityEngine; namespace DistantLands.Cozy { public class CozyUtilities { public Color DoubleGradient(Gradient start, Gradient target, float depth, float time) { return Color.Lerp(start.Evaluate(time), target.Evaluate(time), depth); } } [System.Serializable] public class WeatherRelation { [Range(0, 1)] public float weight; public WeatherProfile profile; public bool transitioning = true; public IEnumerator Transition(float value, float time) { transitioning = true; float t = 0; float start = weight; while (t < time) { float div = (t / time); yield return new WaitForEndOfFrame(); weight = Mathf.Lerp(start, value, div); t += Time.deltaTime; } weight = value; transitioning = false; } } }