// Update is called once per frame void Update() { float raw24HourTime = IdyllTime.GetGameClockTimeHrs(); //0 to 24 //want something like 1:15 AM, 3:30 PM, 11:59 AM //(raw24HourTime) -> (desired display) //13.5 -> 1:30 PM //1.75 -> 1:45 AM //0.25 -> 12:45 AM //12.33333 -> 12:20 PM float hourFraction = raw24HourTime % 1; //give 13.5 -> 0.5 (part of the number after decimal point) // (hourDigits) : (minuteDigits) float hourDigits = Mathf.Floor(raw24HourTime) % 12; if (hourDigits == 0) { hourDigits = 12; } float minutes = Mathf.Floor(hourFraction * 60); IdyllClockText.text = hourDigits + " : " + minutes + "\nDay: " + IdyllTime.GetGameDay(); //Debug.Log(IdyllTime.GetGameTimeHrs(); }
// Update is called once per frame void Update() { //0 degrees = beginning of sunrise //90 = sun at highest point in sky (noon) //180 = sun (sunset) //270 = moon has risen if (IdyllTime.GetGameClockTimeHrs() >= 0 && IdyllTime.GetGameClockTimeHrs() < IdyllTime.sunsetStartTime) { this.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(90, 270, IdyllTime.dayNightBlend)); } else { this.transform.eulerAngles = new Vector3(0, 0, Mathf.Lerp(90, 270, IdyllTime.dayNightBlend)); } }