Weather
namespace Griff.Scenes;
public sealed class Weather : Component, IDrawableRain, snow, falling leaves or rising embers all over the view, wherever the camera goes. Add it to any entity (Entity → Create Weather makes one); Order says what it falls in front of. In a dark scene it’s lit like everything else, so rain glints near a lantern. Tick Storm for lightning.
This is a component: its saved properties are on its component page.
Properties
Section titled “Properties”Amount
Section titled “Amount”public float Amount { get; set; }How much of it there is, from 0 (none) to 1 (a downpour, a blizzard). Scripts can change it as it plays.
public WeatherKind Kind { get; set; }Rain, snow, leaves or embers.
public int Order { get; set; }Higher draws on top, like Order. The default falls in front of most things.
public float Speed { get; set; }How fast it falls (or rises), times its usual speed.
public bool Storm { get; set; }Lightning flashes the screen every few seconds, and ThunderSound rumbles a moment later.
ThunderSound
Section titled “ThunderSound”public string? ThunderSound { get; set; }Played a moment after each lightning flash, at a slightly different pitch each time.
public Color Tint { get; set; }Multiplied into its colors: white keeps the usual look (blue-grey rain, white snow, autumn leaves, orange embers).
public float Wind { get; set; }Sideways speed, in world units a second: positive blows right, negative left. Slants rain and drifts snow.