local Q=require(script.Rain)Q:SetColor(Color3.fromRGB(script.Color.Value.x,script.Color.Value.y,script.Color.Value.z))Q:SetDirection(script.Direction.Value)Q:SetTransparency(script.Transparency.Value)Q:SetSpeedRatio(script.SpeedRatio.Value)Q:SetIntensityRatio(script.IntensityRatio.Value)Q:SetLightInfluence(script.LightInfluence.Value)Q:SetLightEmission(script.LightEmission.Value)Q:SetVolume(script.Volume.Value)Q:SetSoundId(script.SoundId.Value)Q:SetStraightTexture(script.StraightTexture.Value)Q:SetTopDownTexture(script.TopDownTexture.Value)Q:SetSplashTexture(script.SplashTexture.Value)local c=script.TransparencyThreshold.Value if script.TransparencyConstraint.Value and script.CanCollideConstraint.Value then Q:SetCollisionMode(Q.CollisionMode.Function,function(Q)return Q.Transparency<=c and Q.CanCollide end)elseif script.TransparencyConstraint.Value then Q:SetCollisionMode(Q.CollisionMode.Function,function(Q)return Q.Transparency<=c end)elseif script.CanCollideConstraint.Value then Q:SetCollisionMode(Q.CollisionMode.Function,function(Q)return Q.CanCollide end)end
--!GENERATED
local Rain = require(script.Rain)

Rain:SetColor(Color3.fromRGB(script.Color.Value.x, script.Color.Value.y, script.Color.Value.z))
Rain:SetDirection(script.Direction.Value)

Rain:SetTransparency(script.Transparency.Value)
Rain:SetSpeedRatio(script.SpeedRatio.Value)
Rain:SetIntensityRatio(script.IntensityRatio.Value)
Rain:SetLightInfluence(script.LightInfluence.Value)
Rain:SetLightEmission(script.LightEmission.Value)

Rain:SetVolume(script.Volume.Value)

Rain:SetSoundId(script.SoundId.Value)
Rain:SetStraightTexture(script.StraightTexture.Value)
Rain:SetTopDownTexture(script.TopDownTexture.Value)
Rain:SetSplashTexture(script.SplashTexture.Value)

local threshold = script.TransparencyThreshold.Value
if script.TransparencyConstraint.Value and script.CanCollideConstraint.Value then
	Rain:SetCollisionMode(Rain.CollisionMode.Function, function(p)
		return p.Transparency <= threshold and p.CanCollide
	end)
elseif script.TransparencyConstraint.Value then
	Rain:SetCollisionMode(Rain.CollisionMode.Function, function(p)
		return p.Transparency <= threshold
	end)
elseif script.CanCollideConstraint.Value then
	Rain:SetCollisionMode(Rain.CollisionMode.Function, function(p)
		return p.CanCollide
	end)
end
