117 lines
3.4 KiB
C#
117 lines
3.4 KiB
C#
using System;
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using UnityEngine;
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public class TimeManager : MonoBehaviour
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{
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public static Action OnMinuteChanged;
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[SerializeField]
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private float _startHour;
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[SerializeField]
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private Light _sunLight;
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[SerializeField]
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private float _sunriseHour;
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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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private float _timer;
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[SerializeField]
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private float _minuteToRealTime = 0.5f;
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public static TimeSpan CurrentTime { get; private set; }
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// Start is called before the first frame update
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void Start()
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{
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_timer = _minuteToRealTime;
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CurrentTime = TimeSpan.Zero + TimeSpan.FromHours(_startHour);
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_sunriseTime = TimeSpan.FromHours(_sunriseHour);
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_sunsetTime = TimeSpan.FromHours(_sunsetHour);
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}
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// Update is called once per frame
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void Update()
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{
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UpdateTime();
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//RotateSun();
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}
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private void UpdateTime()
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{
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_timer -= Time.deltaTime;
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if (_timer <= 0)
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{
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CurrentTime = CurrentTime.Add(TimeSpan.FromMinutes(1));
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OnMinuteChanged?.Invoke();
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_timer = _minuteToRealTime;
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}
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}
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//private void RotateSun()
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//{
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// float sunLightRotation;
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// if (_currentTime.TimeOfDay > _sunriseTime && _currentTime.TimeOfDay < _sunsetTime)
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// {
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// TimeSpan sunriseToSunsetDuration = CalculateTimeDifference(_sunriseTime, _sunsetTime);
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// TimeSpan timeSinceSunrise = CalculateTimeDifference(_sunriseTime, _currentTime.TimeOfDay);
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// double percentage = timeSinceSunrise.TotalMinutes / sunriseToSunsetDuration.TotalMinutes;
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// sunLightRotation = Mathf.Lerp(0, 180, (float)percentage);
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// }
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// else
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// {
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// TimeSpan nightDuration = CalculateTimeDifference(_sunsetTime, _sunriseTime);
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// TimeSpan timeSinceSunset = CalculateTimeDifference(_sunsetTime, _currentTime.TimeOfDay);
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// double percentage = timeSinceSunset.TotalMinutes / nightDuration.TotalMinutes;
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// sunLightRotation = Mathf.Lerp(180, 360, (float)percentage);
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// }
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// _sunLight.transform.rotation = Quaternion.AngleAxis(sunLightRotation, Vector3.right);
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//}
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private void UpdateLightSettings()
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{
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float dotProduct = Vector3.Dot(_sunLight.transform.forward, Vector3.down);
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_sunLight.intensity = Mathf.Lerp(0, _maxSunLightIntensity, _lightChangeCurve.Evaluate(dotProduct));
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_moonLight.intensity = Mathf.Lerp(_maxMoonLightIntensity, 0, _lightChangeCurve.Evaluate(dotProduct));
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RenderSettings.ambientLight = Color.Lerp(_nightAmbientLight, _dayAmbientLight, _lightChangeCurve.Evaluate(dotProduct));
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}
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private TimeSpan CalculateTimeDifference(TimeSpan from, TimeSpan to)
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{
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TimeSpan diff = to - from;
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if (diff.TotalSeconds < 0)
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{
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diff += TimeSpan.FromHours(24);
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}
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return diff;
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}
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}
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