public bool IsDayPhaseForMusic(DayPhase phase) { float dayFraction = this.DayFraction; float num1 = DayPhaseExtensions.MusicStartTime(phase); float num2 = DayPhaseExtensions.MusicEndTime(phase); if ((double)num1 < (double)num2) { if ((double)dayFraction >= (double)num1) { return((double)dayFraction <= (double)num2); } else { return(false); } } else if ((double)dayFraction < (double)num1) { return((double)dayFraction <= (double)num2); } else { return(true); } }
public float DayPhaseFraction(DayPhase phase) { float num = this.DayFraction - DayPhaseExtensions.StartTime(phase); if ((double)num < 1.0) { ++num; } return(num / DayPhaseExtensions.Duration(phase)); }
public TimeManager() { this.TimeFactor = this.DefaultTimeFactor; this.CurrentTime = TimeManager.InitialTime; this.Tick += (Action)(() => { this.DawnContribution = TimeManager.Ease(this.DayFraction, DayPhaseExtensions.StartTime(DayPhase.Dawn), DayPhaseExtensions.Duration(DayPhase.Dawn)); this.DuskContribution = TimeManager.Ease(this.DayFraction, DayPhaseExtensions.StartTime(DayPhase.Dusk), DayPhaseExtensions.Duration(DayPhase.Dusk)); this.NightContribution = TimeManager.Ease(this.DayFraction, DayPhaseExtensions.StartTime(DayPhase.Night), DayPhaseExtensions.Duration(DayPhase.Night)); this.NightContribution = Math.Max(this.NightContribution, TimeManager.Ease(this.DayFraction, DayPhaseExtensions.StartTime(DayPhase.Night) - 1f, DayPhaseExtensions.Duration(DayPhase.Night))); }); }