Ejemplo n.º 1
0
    /*public void storeName() {
     *  Result = inputField.GetComponent<Text>().text;
     *  textDisplay.GetComponent<Text>().text = "Bienvenido " + Result + " al juego";
     * }*/
    public void storeName()
    {
        String hora = dropdown.options[dropdown.value].text.ToString();

        //Debug.Log(hora);
        horaPais  = float.Parse(hora);
        horaPais  = horaPais / 24.0f;
        clToDBase = gTimeOfDay.GetComponent <ToD_Base>();
        clToDBase.FCurrentTimeOfDay(horaPais);
        clToDBase.UpdateTimeset();

        weather_Controller = gWeatherMaster.GetComponent <Weather_Controller>();


        String clima = dropdownClima.options[dropdownClima.value].text.ToString();

        switch (clima)
        {
        case "Soleado":
            weather_Controller.ExitCurrentWeather(1);
            weather_Controller.ChangeWeatherToSun();
            weather_Controller.Update();
            break;

        case "Lluvia":
            weather_Controller.ExitCurrentWeather(3);
            weather_Controller.ChangeWeatherToRain();
            weather_Controller.Update();
            break;

        case "Granizado":
            weather_Controller.ExitCurrentWeather(5);
            weather_Controller.ChangeWeatherToSnow();
            weather_Controller.Update();
            break;

        case "Nublado":
            weather_Controller.ExitCurrentWeather(2);
            weather_Controller.ChangeWeatherToCloudy();
            weather_Controller.Update();
            break;
        }
    }
Ejemplo n.º 2
0
 void Awake()
 {
     clToDBase = gTimeOfDay.GetComponent <ToD_Base>();
 }
Ejemplo n.º 3
0
    private void DrawToDGUI()
    {
        ToD_Base cl = target as ToD_Base;

        // SHOW MORE TIPS
        GUILayout.BeginHorizontal();
        GUILayout.Label("Show more information");
        bShowTips = EditorGUILayout.Toggle(bShowTips, GUILayout.MaxWidth(iMinWidth));
        GUILayout.EndHorizontal();
        // PREFABS FOR LIGHT AND WEATHER MASTER
        EditorGUILayout.HelpBox(("Add gameobjects, lights and materials"), MessageType.None, true);
        if (bShowTips == true)
        {
            EditorGUILayout.HelpBox("Sun: Needs to be a directional light to cover the whole world. \n\nWeather master: This needs to be a prefab with all the weather scripts on it. (See or use example prefab in package)", MessageType.Info, true);
        }
        GUILayout.BeginHorizontal();
        GUILayout.Label("Sun (Directional light): ");
        cl.lSun = EditorGUILayout.ObjectField("", cl.lSun, typeof(Light), true, GUILayout.MaxWidth(iMedWidth)) as Light;
        GUILayout.EndHorizontal();
        // USING WEATHER
        GUILayout.BeginHorizontal();
        GUILayout.Label("Use Moon light: ");
        cl.GetSet_bUseMoon = EditorGUILayout.Toggle(cl.GetSet_bUseMoon, GUILayout.MaxWidth(iMinWidth));
        GUILayout.EndHorizontal();
        if (cl.GetSet_bUseMoon == true)
        {
            GUILayout.BeginHorizontal();
            GUILayout.Label("Moon (Directional light): ");
            cl.lMoon = EditorGUILayout.ObjectField("", cl.lMoon, typeof(Light), true, GUILayout.MaxWidth(iMedWidth)) as Light;
            GUILayout.EndHorizontal();
        }
        // USING WEATHER
        GUILayout.BeginHorizontal();
        GUILayout.Label("Use weather system: ");
        cl.GetSet_bUseWeather = EditorGUILayout.Toggle(cl.GetSet_bUseWeather, GUILayout.MaxWidth(iMinWidth));
        GUILayout.EndHorizontal();
        if (cl.GetSet_bUseWeather == true)
        {
            GUILayout.BeginHorizontal();
            GUILayout.Label("Weather master: ");
            cl.gWeatherMaster = EditorGUILayout.ObjectField("", cl.gWeatherMaster, typeof(GameObject), true, GUILayout.MaxWidth(iMedWidth)) as GameObject;
            GUILayout.EndHorizontal();
        }
        // DAY CYCLE LENGTH
        EditorGUILayout.HelpBox(("Time of day settings"), MessageType.None, true);
        if (bShowTips == true)
        {
            EditorGUILayout.HelpBox("Length of a full (game) day and night cycle in seconds", MessageType.Info, true);
        }
        GUILayout.BeginHorizontal();
        GUILayout.Label("Full day cycle in seconds: ");
        cl.GetSet_fSecondInAFullDay = EditorGUILayout.FloatField("", cl.GetSet_fSecondInAFullDay, GUILayout.MaxWidth(iMedWidth));
        GUILayout.EndHorizontal();
        // STARTING TIME FOR THE GAME
        if (bShowTips == true)
        {
            EditorGUILayout.HelpBox("*Uses 24 hour clock \n\nGame starting hour - Choose when you want the game to begin. \n\nTimeset Settings - Choose when you want the different changes of the day to be.", MessageType.Info, true);
        }
        GUILayout.BeginHorizontal();
        GUILayout.Label("Game starting hour: ");
        cl.GetSet_iStartHour = EditorGUILayout.IntSlider("", cl.GetSet_iStartHour, 0, 24, GUILayout.MaxWidth(iMaxWidth));
        GUILayout.EndHorizontal();
        // TIMESET SETTINGS
        EditorGUILayout.HelpBox(("Timeset settings"), MessageType.None, true);
        GUILayout.BeginHorizontal();
        GUILayout.Label("Sunrise starts at: ");
        cl.GetSet_iSunriseStart = EditorGUILayout.IntSlider("", cl.GetSet_iSunriseStart, 0, 24, GUILayout.MaxWidth(iMaxWidth));
        GUILayout.EndHorizontal();
        GUILayout.BeginHorizontal();
        GUILayout.Label("Day starts at: ");
        cl.GetSet_iDayStart = EditorGUILayout.IntSlider("", cl.GetSet_iDayStart, 0, 24, GUILayout.MaxWidth(iMaxWidth));
        GUILayout.EndHorizontal();
        GUILayout.BeginHorizontal();
        GUILayout.Label("Sunset starts at: ");
        cl.GetSet_iSunsetStart = EditorGUILayout.IntSlider("", cl.GetSet_iSunsetStart, 0, 24, GUILayout.MaxWidth(iMaxWidth));
        GUILayout.EndHorizontal();
        GUILayout.BeginHorizontal();
        GUILayout.Label("Night starts at: ");
        cl.GetSet_iNightStart = EditorGUILayout.IntSlider("", cl.GetSet_iNightStart, 0, 24, GUILayout.MaxWidth(iMaxWidth));
        GUILayout.EndHorizontal();
    }
Ejemplo n.º 4
0
 void Start()
 {
     _clToDBase      = (ToD_Base)this.GetComponent(typeof(ToD_Base));
     _bTodDebugOn    = false;
     _bMoreDebugInfo = false;
 }