mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-27 14:30:17 +00:00
117 lines
No EOL
3.2 KiB
C#
117 lines
No EOL
3.2 KiB
C#
using SanAndreasUnity.Utilities;
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using System;
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using UnityEngine;
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namespace SanAndreasUnity.Behaviours.World
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{
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public enum TimeState { Dawn, Noon, Dusk, Midnight }
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// TODO: TimeFactor -> AngleFactor
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public class WorldController : MonoBehaviour
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{
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public const float dayCycleMins = 24,
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relMinSecs = 1; // That means that one second in real life in one minute in game
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private static float dayTimeCounter, dayCount;
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public AnimationCurve lightCurve;
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public Transform dirLight;
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public TimeState startTimeState;
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private Light light;
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public static float TimeFactor
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{
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get
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{
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return (1f / Time.deltaTime) * (dayCycleMins * 60) / 360;
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}
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}
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public static float AngleFactor
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{
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get
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{
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return 360 / ((1f / Time.deltaTime) * (dayCycleMins * 60));
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}
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}
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public static bool IsNight
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{
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get
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{
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return ((dayTimeCounter * AngleFactor) % 360).BetweenInclusive(180, 360);
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}
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}
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private void Awake()
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{
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light = dirLight.GetComponent<Light>();
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}
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// Use this for initialization
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private void Start()
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{
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SetTime(startTimeState);
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}
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// Update is called once per frame
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private void FixedUpdate()
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{
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//360 = 24 minutos
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//x = Time.deltaTime
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if (dirLight != null)
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{
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float prod = dayTimeCounter * AngleFactor,
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angle = prod % 360;
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if (prod > 0 && prod % 360 == 0)
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{
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++dayCount;
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Debug.Log("Day "+dayCount);
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}
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dirLight.rotation = Quaternion.Euler(angle, -130, 0);
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dayTimeCounter += AngleFactor;
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// Range: Dusk .. Dawn
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if (IsNight) light.intensity = lightCurve.Evaluate(Mathf.InverseLerp(180, 360, angle));
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}
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}
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// Must review
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public static void SetTime(TimeState time)
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{
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switch (time)
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{
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case TimeState.Dawn:
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dayTimeCounter = dayCount > 0 ? GetRoundedTime(TimeFactor) : 0;
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break;
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case TimeState.Noon:
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dayTimeCounter = dayCount > 0 ? GetRoundedTime(90 * TimeFactor) : TimeFactor * 90;
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break;
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case TimeState.Dusk:
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dayTimeCounter = dayCount > 0 ? GetRoundedTime(180 * TimeFactor) : TimeFactor * 180;
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break;
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case TimeState.Midnight:
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dayTimeCounter = dayCount > 0 ? GetRoundedTime(270 * TimeFactor) : TimeFactor * 270;
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break;
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}
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Debug.LogFormat("Time set to {0}! ({1})", time.ToString(), dayTimeCounter);
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}
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private static float GetRoundedTime(float X)
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{
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float completeDay = 360 * TimeFactor;
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//Debug.LogWarning("Days: "+dayCount);
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return completeDay * dayCount + X;
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}
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}
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} |