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DayTimeManager

Erik Wittkorn hace 9 años
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commit
baa2c1e43b

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game/Assets/Scenes/DayNightChange.unity.meta

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game/Assets/Scripts/DayTimeManager.cs

@@ -0,0 +1,115 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public enum RotationAxis
+{
+	X, Y
+}
+
+public class DayTimeManager : MonoBehaviour {
+
+	public Light sunlight;
+	public float secondsPerDay; 
+
+	public RotationAxis rotAxis = RotationAxis.X; 
+
+	public float maxAngle = 50.0f;
+
+	private float _elapsedTime;
+
+	public float timeFactor {
+		get {
+			return _elapsedTime / secondsPerDay;
+		}
+	}
+
+	public DayTimeLabel dayTimeLabel {
+		get {
+			if (timeFactor >= 6.0f / 24.0f && timeFactor < 11.0f / 24.0f)
+			{
+				return DayTimeLabel.Morning;
+			}
+
+			if (timeFactor >= 11.0f / 24.0f && timeFactor < 17.0f / 24.0f)
+			{
+				return DayTimeLabel.Noon;
+			}
+
+			if (timeFactor >= 17.0f / 24.0f && timeFactor < 22.0f / 24.0f)
+			{
+				return DayTimeLabel.Evening;
+			}
+
+			if (timeFactor >= 23.0f / 24.0f && timeFactor < 24.0f / 24.0f)
+			{
+				return DayTimeLabel.Night;
+			}
+
+			if (timeFactor >= 0.0f / 24.0f && timeFactor < 6.0f / 24.0f)
+			{
+				return DayTimeLabel.Night;
+			}
+
+			return DayTimeLabel.Morning;
+		}
+	}
+
+	private float _timeDirection = 1.0f;
+
+	private Vector3 _position;
+	private Vector3 _rotation;
+
+	void Awake () {
+
+	}
+
+	// Use this for initialization
+	void Start () {
+		_position = sunlight.gameObject.transform.position;
+		_rotation = sunlight.gameObject.transform.rotation.ToEulerAngles();
+		Debug.Log("Got Rotation " + _rotation);
+	}
+	
+	// Update is called once per frame
+	void Update () {
+		
+		_elapsedTime += Time.deltaTime;
+		if (_elapsedTime >= secondsPerDay)
+		{
+			_elapsedTime = 0;
+		}
+
+		float intensityAngle = this.timeFactor * Mathf.PI;
+		sunlight.intensity = Mathf.Sin(intensityAngle);
+
+		float rotationDirection = Mathf.Sign(this.timeFactor - 0.5f);
+
+		Debug.Log("DayTimeLabel: " + dayTimeLabel.ToString());
+
+		switch (rotAxis)
+		{
+			case RotationAxis.X:
+			{
+				sunlight.gameObject.transform.rotation.SetEulerAngles(_rotation.x + rotationDirection * maxAngle, _rotation.y, _rotation.z);
+			} break;
+
+			case RotationAxis.Y:
+			{
+				sunlight.gameObject.transform.rotation.SetEulerAngles(_rotation.x, _rotation.y + rotationDirection * maxAngle, _rotation.z);
+			} break;
+		}
+
+	}
+
+	float FactorToDayTime(float factor)
+	{
+		return factor * 24.0f;
+	}
+
+	float DayTimeToFactor(float dayTime)
+	{
+		return dayTime / 24.0f;
+	}
+
+}

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game/Assets/Scripts/Enums/DayTimeLabel.cs

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+public enum DayTimeLabel {
+	Morning,
+	Noon,
+	Evening,
+	Night
+}

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game/Assets/VSCode/HOWTO.pdf


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game/Assets/VSCode/LICENSE

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+The MIT License (MIT)
+
+Copyright (c) 2016 dotBunny Inc.
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
+

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game/Assets/VSCode/README.md

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+# VSCode
+> Seamless Visual Studio Code Integration in Unity - As seen in the [Visual Studio Code documentation!](https://code.visualstudio.com/Docs/runtimes/unity)
+
+### Requirements
+##### Unity > 4.5 && Unity < 5.5
+I am not sure exactly where in the 4.x cycle some of the features I'm using were introduced, but I'm guessing its around the 4.5+ mark. I've checked with the latest 4.5.0f6 release. Unity has also committed to having full support for Code when Unity 5.5 drops. So at that point all bets are off for the usefulness of this plugin. Like our MonoDevelop.Unity plugin of past, Unity catches up eventually.
+
+#####Visual Studio Code 0.10.1+
+Get the [latest version](https://code.visualstudio.com), or have a look at the past releases of the VSCode [plugin](https://github.com/dotBunny/VSCode/releases/tag/1.6.5) for support for your version.
+
+######Mono
+A good number of people have needed to install Mono in order for many of the issues with OmniSharp to be resolved.
+I would suggest installing the latest package available at the [Mono Project](http://www.mono-project.com/download/). Don't worry it will not mess with Unity.
+
+### Installation
+It is important to make sure that the `VSCode.cs` file is placed under an `Editor` folder in the project. An example of this arrangement would be placing the file in `/Assets/Plugins/Editor/VSCode.cs`. By default it has its own folder structure which does this for you.
+
+### Unity Asset Store Package
+A UAS packaged version of the plugin is [available](http://u3d.as/jmM) for your consumption.
+
+### Usage
+Once the VSCode file is in place, simply navigate your way to the `Unity Preferences` and select `VSCode` and check the `Enable Integration` option.
+
+That's it! Your ready to go!
+
+OK, so maybe some people need a little video explaining some of the finer details of how to use the plugin. So I shot a [quick video](https://vimeo.com/dotbunny/vscode) that highlights the ups and the downs (like Unity hanging after debugging sometimes) for people to watch. Please note this video is from a previous version of the plugin where things are in the menu, this has changed since then.
+
+### Platform Support
+I use the plugin every day on a Mac (so it's battle tested there), and occasionally test it on a Windows VM. As for the recently announced Linux support, it should work just like the Mac version. I'll get around to installing the Linux editor sometime in the near future.
+
+The Windows version of Visual Studio Code currently does not support debugging Mono, and will just throw a warning if you try to do it. The "Code" team is aware of this limitation, and we'll leave it at that.
+
+### Automatic Update
+With version 2.0 of the plugin, I've introduced a feature where it will auto-update itself if allowed. This should make things a lot easier in the future.
+
+### Support
+Please provide feedback through the GitHub [Issue](https://github.com/dotBunny/VSCode/issues) system.

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