fix sun
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@@ -16,24 +16,6 @@ public class TimeManager : MonoBehaviour
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[SerializeField]
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private float _sunsetHour;
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[SerializeField]
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private Color _dayAmbientLight;
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[SerializeField]
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private Color _nightAmbientLight;
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[SerializeField]
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private AnimationCurve _lightChangeCurve;
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[SerializeField]
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private float _maxSunLightIntensity;
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[SerializeField]
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private Light _moonLight;
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[SerializeField]
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private float _maxMoonLightIntensity;
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private TimeSpan _sunriseTime;
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private TimeSpan _sunsetTime;
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@@ -78,14 +60,14 @@ public class TimeManager : MonoBehaviour
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private void RotateSun()
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{
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float intensityMultiplier = 1;
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float timeofDay = (float)CurrentTime.TotalSeconds / 86400;
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float timeofDay = (float)(CurrentTime.TotalDays - CurrentTime.Days);
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_sunLight.transform.localRotation = Quaternion.Euler((timeofDay * 360f) - 90, 170, 0);
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if (_currentTime > _sunriseTime && _currentTime < _sunsetTime)
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if (timeofDay > _sunriseTime.TotalDays && timeofDay < _sunsetTime.TotalDays)
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{
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if (timeofDay <= 0.25f)
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intensityMultiplier = Mathf.Clamp01((timeofDay - 0.23f) * (1 / 0.02f));
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if (timeofDay >= 0.73f)
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intensityMultiplier = Mathf.Clamp01(1 - (timeofDay - 0.73f) * (1 / 0.02f));
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if (timeofDay <= _sunsetTime.TotalDays)
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intensityMultiplier = Mathf.Clamp01((timeofDay - ((float)_sunsetTime.TotalDays - 0.02f)) * (1 / 0.02f));
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if (timeofDay >= _sunriseTime.TotalDays)
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intensityMultiplier = Mathf.Clamp01(1 - (timeofDay - ((float)_sunriseTime.TotalDays - 0.02f) * (1 / 0.02f)));
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}
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else
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{
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