mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-26 14:00:17 +00:00
184 lines
No EOL
6.3 KiB
C#
184 lines
No EOL
6.3 KiB
C#
using SanAndreasUnity.Utilities;
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using UnityEngine;
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namespace SanAndreasUnity.Behaviours.World
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{
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public class DayTimeManager : Utilities.SingletonComponent<DayTimeManager>
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{
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public AnimationCurve lightAngleCurve;
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public AnimationCurve lightIntensityCurve;
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public AnimationCurve nightColorsIntensityCurve;
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public Light directionalLight;
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public float lightYAngle = 45f;
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public byte startTimeHours = 12;
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public byte startTimeMinutes = 0;
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public byte CurrentTimeHours { get; private set; }
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public byte CurrentTimeMinutes { get; private set; }
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public float CurrentCurveTime => (this.CurrentTimeHours + this.CurrentTimeMinutes / 60f) / 24f;
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public float CurrentCurveTimeStepped => this.CurrentTimeHours / 24f;
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public string CurrentTimeAsString => FormatTime(this.CurrentTimeHours, this.CurrentTimeMinutes);
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private float m_timeSinceTimeAdvanced = 0;
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public float TimeWhenTimeWasSet { get; private set; } = 0;
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public float TimeSinceTimeWasSet => Time.time - this.TimeWhenTimeWasSet;
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public float timeScale = 1;
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public float nightColorsMultiplier = 0.1f;
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private float m_originalSkyboxExposure;
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public bool controlLightIntensity = true;
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public bool disableLightDuringNight = true;
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public Color moonColor = Color.blue;
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private Color m_originalLightColor;
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private static int s_exposurePropertyId = -1;
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public static int ExposurePropertyId => s_exposurePropertyId == -1 ? s_exposurePropertyId = Shader.PropertyToID("_Exposure") : s_exposurePropertyId;
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private static int s_nightMultiplierPropertyId = -1;
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public static int NightMultiplierPropertyId => s_nightMultiplierPropertyId == -1 ? s_nightMultiplierPropertyId = Shader.PropertyToID("_NightMultiplier") : s_nightMultiplierPropertyId;
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public event System.Action onTimeChanged = delegate {};
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public event System.Action onHourChanged = delegate {};
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#if UNITY_EDITOR
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[UnityEditor.InitializeOnLoadMethod]
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static void InitOnLoad()
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{
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if (null == Singleton)
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return;
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Singleton.Init();
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}
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#endif
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protected override void OnSingletonAwake()
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{
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this.Init();
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}
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void Init()
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{
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m_originalLightColor = this.directionalLight.color;
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m_originalSkyboxExposure = RenderSettings.skybox.GetFloat(ExposurePropertyId);
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}
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protected override void OnSingletonDisable()
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{
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// restore material settings
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if (Application.isEditor)
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RenderSettings.skybox.SetFloat(ExposurePropertyId, m_originalSkyboxExposure);
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}
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protected override void OnSingletonStart()
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{
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if (NetUtils.IsServer)
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this.SetTime(this.startTimeHours, this.startTimeMinutes, false);
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}
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private void Update()
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{
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m_timeSinceTimeAdvanced += Time.deltaTime * this.timeScale;
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if (m_timeSinceTimeAdvanced >= 1 && NetUtils.IsServer)
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{
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m_timeSinceTimeAdvanced = 0;
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this.AdvanceTime();
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}
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}
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void AdvanceTime()
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{
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int newHours = this.CurrentTimeHours;
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int newMinutes = this.CurrentTimeMinutes + 1;
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if (newMinutes >= 60)
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{
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newMinutes = 0;
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newHours++;
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if (newHours >= 24)
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newHours = 0;
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}
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this.SetTime((byte) newHours, (byte) newMinutes, false);
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}
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public void SetTime(byte hours, byte minutes, bool log)
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{
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hours = (byte) Mathf.Clamp(hours, 0, 23);
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minutes = (byte) Mathf.Clamp(minutes, 0, 59);
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byte oldHour = this.CurrentTimeHours;
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this.CurrentTimeHours = hours;
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this.CurrentTimeMinutes = minutes;
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m_timeSinceTimeAdvanced = 0;
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this.TimeWhenTimeWasSet = Time.time;
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float curveTime = this.CurrentCurveTimeStepped;
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float lightIntensity = this.lightIntensityCurve.Evaluate(curveTime);
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bool isNight = lightIntensity <= 0;
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if (this.controlLightIntensity)
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this.directionalLight.intensity = Mathf.Abs(lightIntensity);
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if (this.disableLightDuringNight)
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this.directionalLight.enabled = !isNight;
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else
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{
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this.directionalLight.enabled = true;
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this.directionalLight.color = isNight ? this.moonColor : m_originalLightColor;
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}
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float skyboxExposure = isNight ? 0f : m_originalSkyboxExposure * lightIntensity;
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RenderSettings.skybox.SetFloat(ExposurePropertyId, skyboxExposure);
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float lightAngle = this.UpdateLightAngle(curveTime);
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float nightMultiplier = this.nightColorsIntensityCurve.Evaluate(curveTime) * this.nightColorsMultiplier;
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Shader.SetGlobalFloat(NightMultiplierPropertyId, nightMultiplier);
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if (log)
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{
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Debug.Log($"Time set to {hours}:{minutes}, curveTime {curveTime}, lightIntensity {lightIntensity}, lightAngle {lightAngle}, nightMultiplier {nightMultiplier}");
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}
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F.InvokeEventExceptionSafe(this.onTimeChanged);
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if (oldHour != this.CurrentTimeHours)
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F.InvokeEventExceptionSafe(this.onHourChanged);
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}
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float UpdateLightAngle(float curveTime)
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{
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float lightAngle = this.lightAngleCurve.Evaluate(curveTime) * 180f;
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this.directionalLight.transform.rotation =
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Quaternion.AngleAxis(lightAngle, Vector3.right) * Quaternion.AngleAxis(this.lightYAngle, Vector3.up);
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return lightAngle;
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}
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public static void CurveTimeToHoursAndMinutes(float curveTime, out byte hours, out byte minutes)
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{
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float hoursWithMinutes = curveTime * 24f;
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hours = (byte) Mathf.FloorToInt(hoursWithMinutes);
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float hourPerc = hoursWithMinutes - Mathf.Floor(hoursWithMinutes);
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minutes = (byte) Mathf.RoundToInt(60 * hourPerc);
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}
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public static string FormatTime(byte hours, byte minutes)
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{
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return $"{hours:00}:{minutes:00}";
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}
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}
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} |