|
1 |
| -using System.Collections; |
2 |
| -using System.Collections.Generic; |
3 |
| -using UnityEngine; |
4 |
| - |
5 |
| -public class DayAndNight : MonoBehaviour |
6 |
| -{ |
7 |
| - [Range(0, 1)] |
8 |
| - public float time; |
9 |
| - public float fullDayLength; |
10 |
| - public float startTime = 0.4f; |
11 |
| - public float timeRate; |
12 |
| - public Vector3 noon; |
13 |
| - |
14 |
| - [Header("Sun")] |
15 |
| - public Light sun; |
16 |
| - public Gradient sunColor; |
17 |
| - public AnimationCurve sunIntensity; |
18 |
| - |
19 |
| - [Header("Moon")] |
20 |
| - public Light moon; |
21 |
| - public Gradient moonColor; |
22 |
| - public AnimationCurve moonIntensity; |
23 |
| - |
24 |
| - [Header("Other Seetings")] |
25 |
| - public AnimationCurve lightingIntensityMultiplier; |
26 |
| - public AnimationCurve reflectionIntensityMultiplier; |
27 |
| - |
28 |
| - public Material day; |
29 |
| - public Material night; |
30 |
| - |
31 |
| - float duration = 2.0f; |
32 |
| - |
33 |
| - |
34 |
| - // Start is called before the first frame update |
35 |
| - void Start() |
36 |
| - { |
37 |
| - timeRate = 1 / fullDayLength; |
38 |
| - time = startTime; |
39 |
| - } |
40 |
| - |
41 |
| - // Update is called once per frame |
42 |
| - void Update() |
43 |
| - { |
44 |
| - time += timeRate * Time.deltaTime; |
45 |
| - |
46 |
| - if (time >= 1) |
47 |
| - time = 0; |
48 |
| - |
49 |
| - sun.transform.eulerAngles = (time - 0.25f) * noon * 4.0f; |
50 |
| - moon.transform.eulerAngles = (time - 0.75f) * noon * 4.0f; |
51 |
| - |
52 |
| - sun.intensity = sunIntensity.Evaluate(time); |
53 |
| - moon.intensity = moonIntensity.Evaluate(time); |
54 |
| - |
55 |
| - sun.color = sunColor.Evaluate(time); |
56 |
| - moon.color = moonColor.Evaluate(time); |
57 |
| - |
58 |
| - if(sun.intensity == 0 && sun.gameObject.activeInHierarchy) |
59 |
| - { |
60 |
| - sun.gameObject.SetActive(false); |
61 |
| - } |
62 |
| - else if(sun.intensity > 0 && !sun.gameObject.activeInHierarchy) |
63 |
| - { |
64 |
| - sun.gameObject.SetActive(true); |
65 |
| - } |
66 |
| - |
67 |
| - if (moon.intensity == 0 && moon.gameObject.activeInHierarchy) |
68 |
| - { |
69 |
| - moon.gameObject.SetActive(false); |
70 |
| - } |
71 |
| - else if (moon.intensity > 0 && !moon.gameObject.activeInHierarchy) |
72 |
| - { |
73 |
| - moon.gameObject.SetActive(true); |
74 |
| - } |
75 |
| - |
76 |
| - RenderSettings.ambientIntensity = lightingIntensityMultiplier.Evaluate(time); |
77 |
| - RenderSettings.reflectionIntensity = reflectionIntensityMultiplier.Evaluate(time); |
78 |
| - } |
79 |
| -} |
| 1 | +using System.Collections; |
| 2 | +using System.Collections.Generic; |
| 3 | +using UnityEngine; |
| 4 | + |
| 5 | +public class DayAndNight : MonoBehaviour |
| 6 | +{ |
| 7 | + [Range(0, 1)] |
| 8 | + public float time; |
| 9 | + public float fullDayLength; |
| 10 | + public float startTime = 0.4f; |
| 11 | + public float timeRate; |
| 12 | + public Vector3 noon; |
| 13 | + |
| 14 | + [Header("Sun")] |
| 15 | + public Light sun; |
| 16 | + public Gradient sunColor; |
| 17 | + public AnimationCurve sunIntensity; |
| 18 | + |
| 19 | + [Header("Moon")] |
| 20 | + public Light moon; |
| 21 | + public Gradient moonColor; |
| 22 | + public AnimationCurve moonIntensity; |
| 23 | + |
| 24 | + [Header("Other Seetings")] |
| 25 | + public AnimationCurve lightingIntensityMultiplier; |
| 26 | + public AnimationCurve reflectionIntensityMultiplier; |
| 27 | + |
| 28 | + [SerializeField] |
| 29 | + private GameObject clouds; |
| 30 | + [SerializeField] |
| 31 | + private GameObject lightShafts; |
| 32 | + |
| 33 | + [SerializeField] |
| 34 | + private Color dayColor; |
| 35 | + [SerializeField] |
| 36 | + private Color nightColor; |
| 37 | + |
| 38 | + //private float duration = 2.0f; |
| 39 | + |
| 40 | + // Start is called before the first frame update |
| 41 | + void Start() |
| 42 | + { |
| 43 | + timeRate = 1 / fullDayLength; |
| 44 | + time = startTime; |
| 45 | + RenderSettings.fog = true; |
| 46 | + |
| 47 | + StartCoroutine(UpdateCycle()); |
| 48 | + } |
| 49 | + |
| 50 | + IEnumerator UpdateCycle() |
| 51 | + { |
| 52 | + while (true) |
| 53 | + { |
| 54 | + yield return new WaitForSeconds(Time.deltaTime); |
| 55 | + |
| 56 | + time += timeRate * Time.deltaTime; |
| 57 | + |
| 58 | + if (time >= 1) |
| 59 | + time = 0; |
| 60 | + |
| 61 | + sun.transform.eulerAngles = (time - 0.25f) * noon * 4.0f; |
| 62 | + moon.transform.eulerAngles = (time - 0.75f) * noon * 4.0f; |
| 63 | + |
| 64 | + sun.intensity = sunIntensity.Evaluate(time); |
| 65 | + moon.intensity = moonIntensity.Evaluate(time); |
| 66 | + |
| 67 | + sun.color = sunColor.Evaluate(time); |
| 68 | + moon.color = moonColor.Evaluate(time); |
| 69 | + |
| 70 | + if (sun.intensity == 0 && sun.gameObject.activeInHierarchy) |
| 71 | + { |
| 72 | + sun.gameObject.SetActive(false); |
| 73 | + } |
| 74 | + else if (sun.intensity > 0 && !sun.gameObject.activeInHierarchy) |
| 75 | + { |
| 76 | + sun.gameObject.SetActive(true); |
| 77 | + } |
| 78 | + |
| 79 | + if (moon.intensity == 0 && moon.gameObject.activeInHierarchy) |
| 80 | + { |
| 81 | + moon.gameObject.SetActive(false); |
| 82 | + } |
| 83 | + else if (moon.intensity > 0 && !moon.gameObject.activeInHierarchy) |
| 84 | + { |
| 85 | + moon.gameObject.SetActive(true); |
| 86 | + } |
| 87 | + |
| 88 | + if (!moon.gameObject.activeSelf) |
| 89 | + { |
| 90 | + RenderSettings.fogColor = dayColor; |
| 91 | + clouds.SetActive(true); |
| 92 | + lightShafts.SetActive(true); |
| 93 | + } |
| 94 | + else |
| 95 | + { |
| 96 | + RenderSettings.fogColor = nightColor; |
| 97 | + clouds.SetActive(false); |
| 98 | + lightShafts.SetActive(false); |
| 99 | + } |
| 100 | + |
| 101 | + RenderSettings.ambientIntensity = lightingIntensityMultiplier.Evaluate(time); |
| 102 | + RenderSettings.reflectionIntensity = reflectionIntensityMultiplier.Evaluate(time); |
| 103 | + } |
| 104 | + } |
| 105 | +} |
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