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; } } }
// 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); }