/*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; } }
void Awake() { clToDBase = gTimeOfDay.GetComponent <ToD_Base>(); }
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(); }
void Start() { _clToDBase = (ToD_Base)this.GetComponent(typeof(ToD_Base)); _bTodDebugOn = false; _bMoreDebugInfo = false; }