void Update()
    {
        // space toggles evolution
        if (Input.GetKeyDown(KeyCode.Space))
        {
            GravityEngine.Instance().SetEvolve(!GravityEngine.Instance().GetEvolve());
        }
        DateTime newTime = SolarUtils.DateForEpoch(solarSystem.GetStartEpochTime());

        newTime += GravityScaler.GetTimeSpan(GravityEngine.Instance().GetPhysicalTimeDouble(), GravityScaler.Units.SOLAR);
        //currentTime.text =  newTime.ToString("yyyy:MM:dd"); // 24h format
        //currentTime.text = newTime.ToString("yyyy:MM:dd HH:mm:ss");
        CurrentDate.SetText(newTime.ToString("yyyy:MM:dd HH:mm:ss"));
        CurrentDateHighlighted.SetText(newTime.ToString("yyyy:MM:dd HH:mm:ss"));

        // ICK! Need to wait until GE moves these objects before can clear the trail
        if (clearTrail)
        {
            if (clearTrailDelay-- <= 0)
            {
                ResetTrails();
                clearTrail = false;
            }
        }
    }
Example #2
0
    // Check can go through phys time and still get a sensible DateTime (same day)
    public void SolarTimeNow()
    {
        SolarSystem solar = GameObject.Find("SolarSystem").GetComponent <SolarSystem>();

        Assert.That(solar != null, "Could not get Solar system. Did you open SolarUnitTest scene?");

        System.DateTime newTime = SolarUtils.DateForEpoch(solar.GetStartEpochTime());
        newTime += GravityScaler.GetTimeSpan(GravityEngine.Instance().GetPhysicalTimeDouble(), GravityScaler.Units.SOLAR);
        Assert.AreEqual(newTime.Year, 2016);
        Assert.AreEqual(newTime.Month, 1);
        Assert.AreEqual(newTime.Day, 1);
    }