Sayfalar (23)Events Module
- Overview
- Installation
- Getting started
- Quick Start window
- System overview
- Easy Weather Manager
- Time Module
- Celestial Module
- Cloud Module
- Volumetric clouds
- Cloud shadows
- Fog
- Detail Module
- Weather Effects Module
- Weather presets
- Events Module
- Lens flare occlusion
- Helper components
- Demo scene
- Scripting guide
- Troubleshooting
- FAQ
- Changelog
Events Module
Son güncelleme: 6 Ekim 2026
Bu sayfa henüz Türkçeye çevrilmedi, İngilizcesi gösteriliyor.
Turns time and weather into UnityEvents you can wire up in the inspector without code: close shops at night, switch street lights on at sunset, start a cutscene at a named hour.
Events
| Event | Fires when |
|---|---|
onSecondPassed, onMinutePassed, onHourPassed | An in-game second, minute or hour passes |
onDayStarted, onNightStarted | The clock passes the Time Module's day start or night start |
onSunrise, onSunset | The clock passes the sunrise or sunset time |
customEvents | A named custom time from the Time Module is reached |
onWeatherEffectStarted(string) | A weather starts. The argument is its name |
onWeatherEffectStopped(string) | A weather ends |
onWeatherChanged(string) | The active weather changes |
Custom time events
- On the Time Module, open Events and press + Add Event. Give it a name and a time.
- On the Events Module, add an entry to
customEventswith exactly the same name and wire itsonTrigger.
Custom events fire once per day. After jumping the clock, ResetAllEventTriggers() clears the once per day flags.
From code
using KairaDigitalArts;
using UnityEngine;
public class StreetLights : MonoBehaviour
{
void Start()
{
var events = EasyWeatherManager.instance.eventsModule;
events.onSunset.AddListener(TurnOn);
events.onSunrise.AddListener(TurnOff);
events.onWeatherEffectStarted.AddListener(name => Debug.Log(name + " started"));
}
void TurnOn() { /* ... */ }
void TurnOff() { /* ... */ }
}Bu sayfaya bağlantı veren sayfalar
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