void Awake()
        {
            clock = GameObject.FindGameObjectWithTag("Clock").GetComponent <CentralClock>();
            if (clock == null)
            {
                Debug.LogError("SEASONALFADE " + this.name + ": No clock could be found, please remember to tag the object with the CentralClock script with the tag 'Clock' ");
                Debug.Break();
            }

            if (minutesToFade < 0)
            {
                Debug.LogError("SEASONALFADE " + this.name + ": The minutesToFade parameter can not be negative");
            }

            renderer = GetComponent <MeshRenderer>();
            if (renderer == null)
            {
                Debug.LogError("SEASONALFADE: GameObject " + this.name + "Needs a Renderer to make moonPhases visible");
                Debug.Break();
            }

            rend = GetComponent <Renderer>();
            if (rend == null)
            {
                Debug.LogError("SEASONALFADE: GameObject containing the script needs a renderer");
            }

            opacityChangePerSecond = 1.0f / ((float)minutesToFade * 60);
            if (debug)
            {
                Debug.Log("OPACITY CHANGE PER SECOND: " + opacityChangePerSecond + "\n" +
                          "CURRENT OPACITY: " + rend.material.color.a);
            }
        }
        //internal altributes initialization
        private void Awake()
        {
            //day to dusk color change
            dayToDusk_r = (duskAndDown.r - day.r) / (startMinutesBeforeDawnDusk * 60);
            dayToDusk_g = (duskAndDown.g - day.g) / (startMinutesBeforeDawnDusk * 60);
            dayToDusk_b = (duskAndDown.b - day.b) / (startMinutesBeforeDawnDusk * 60);
            dayToDusk_a = (duskAndDown.a - day.a) / (startMinutesBeforeDawnDusk * 60);

            //dusk to night color change
            duskToNight_r = (night.r - duskAndDown.r) / (startMinutesBeforeDawnDusk * 60);
            duskToNight_g = (night.g - duskAndDown.g) / (startMinutesBeforeDawnDusk * 60);
            duskToNight_b = (night.b - duskAndDown.b) / (startMinutesBeforeDawnDusk * 60);
            duskToNight_a = (night.a - duskAndDown.a) / (startMinutesBeforeDawnDusk * 60);

            //night to dawn color change
            nightToDawn_r = (duskAndDown.r - night.r) / (startMinutesBeforeDawnDusk * 60);
            nightToDawn_g = (duskAndDown.g - night.g) / (startMinutesBeforeDawnDusk * 60);
            nightToDawn_b = (duskAndDown.b - night.b) / (startMinutesBeforeDawnDusk * 60);
            nightToDawn_a = (duskAndDown.a - night.a) / (startMinutesBeforeDawnDusk * 60);

            //dawn to day color change
            dawnToDay_r = (day.r - duskAndDown.r) / (startMinutesBeforeDawnDusk * 60);
            dawnToDay_g = (day.g - duskAndDown.g) / (startMinutesBeforeDawnDusk * 60);
            dawnToDay_b = (day.b - duskAndDown.b) / (startMinutesBeforeDawnDusk * 60);
            dawnToDay_a = (day.a - duskAndDown.a) / (startMinutesBeforeDawnDusk * 60);

            clock = GameObject.FindGameObjectWithTag("Clock").GetComponent <CentralClock>();
            if (clock == null)
            {
                Debug.LogError("CLOUDCOLOR " + this.name + ": No clock could be found, please remember to tag the object with the CentralClock script with the tag 'Clock' ");
                Debug.Break();
            }

            if (startMinutesBeforeDawnDusk < 0)
            {
                Debug.LogError("CLOUDCOLOR " + this.name + ": The minutesToFade parameter can not be negative");
            }

            if (endMinutesAfterDawnDusk < 0)
            {
                Debug.LogError("CLOUDCOLOR " + this.name + ": The minutesToFade parameter can not be negative");
            }

            /*
             * renderer = GetComponent<Renderer>();
             * if (renderer == null) {
             * Debug.LogError("CLOUDCOLOR: GameObject " + this.name + "Needs a Renderer to apply the color changes");
             * Debug.Break();
             * }
             */

            light = GetComponent <Light>();
            if (light == null)
            {
                Debug.LogError("CLOUDCOLOR: GameObject " + this.name + "Needs a light to to apply the color changes");
                Debug.Break();
            }
        }
Example #3
0
 //internal altributes initialization
 private void Awake()
 {
     clock = GameObject.FindGameObjectWithTag("Clock").GetComponent <CentralClock>();
     if (clock == null)
     {
         Debug.LogError("SEASONALCOLOR " + this.name + ": No clock could be found, please remember to tag the object with the CentralClock script with the tag 'Clock' ");
         Debug.Break();
     }
 }
Example #4
0
 // Use this for initialization
 void Start()
 {
     //Getting Clock reference
     clock = GameObject.FindGameObjectWithTag("Clock").GetComponent <CentralClock>();
     if (clock == null)
     {
         Debug.LogError("GUI: No clock could be found, please remember to tag the object with the CentralClock script");
         Debug.Break();
     }
 }
        //private Vector3 sunRotationAxis;
        #endregion Private Atributes
        public void Awake()
        {
            //Getting Clock reference
            clock = GameObject.FindGameObjectWithTag("Clock").GetComponent <CentralClock>();
            if (clock == null)
            {
                Debug.LogError("SUN/MOON ROTATION: No clock could be found, please remember to tag the object with the CentralClock script");
                Debug.Break();
            }

            //not sun warning
            if (!sun)
            {
                Debug.LogWarning("SUN/MOON ROTATION" + this.name + ": has sun value set so false, it will be asumed a moon");
            }
        }
        void Awake()
        {
            clock = GameObject.FindGameObjectWithTag("Clock").GetComponent <CentralClock>();
            if (clock == null)
            {
                Debug.LogError("MOONPHASES: No clock could be found, please remember to tag the object with the CentralClock script with the tag 'Clock' ");
                Debug.Break();
            }
            renderer = GetComponent <MeshRenderer>();
            if (renderer == null)
            {
                Debug.LogError("MOONPHASES: GameObject " + this.name + "Needs a Renderer to make moonPhases visible");
                Debug.Break();
            }

            if (Cycle_Length <= 0)
            {
                Debug.LogError("MOONPHASES: The Moon Cycle cannot have negative or zero length");
                Debug.Break();
            }
            if (moonPhases.Length > Cycle_Length)
            {
                Debug.LogError("MOONPHASES: There cannot be more phases than days in a cycle");
                Debug.Break();
            }
            if (moonPhases.Length % 2 == 1)
            {
                Debug.LogError("MOONPHASES: There seems to be an odd number of moonPhases. Please remember that the first phase shoud not be repeated at the end of the cycle.");
                Debug.Break();
            }
            for (int i = 0; i < moonPhases.Length; i++)
            {
                if (moonPhases[i] == null)
                {
                    Debug.LogError("MOONPHASES: Ther ecan not be null moon phase images");
                    Debug.Break();
                }
            }

            calculatePhaseLengths();
            phaseIndex           = 0;
            daysSincePhaseChange = 1;
            renderer.material    = moonPhases[0];
        }
        //internal altributes initialization
        private void Awake()
        {
            clock = GameObject.FindGameObjectWithTag("Clock").GetComponent <CentralClock>();
            if (clock == null)
            {
                Debug.LogError("SEASONALCOLOR " + this.name + ": No clock could be found, please remember to tag the object with the CentralClock script with the tag 'Clock' ");
                Debug.Break();
            }

            renderer = GetComponent <Renderer>();
            if (renderer == null)
            {
                Debug.LogError("SEASONALCOLOR: GameObject " + this.name + "Needs a Renderer to make moonPhases visible");
                Debug.Break();
            }

            Season[] s = GetSeasons(); //TODO: estan ya en la posicion seasonIndex

            //TODO: comprobar que los dias de transicion son menores o iguales que la duracion de la estacion mas corta.

            transitionValues = new float[colors.Length, 4];
            // calculando los valores de transicion por segundo
            for (int i = 0; i < colors.Length; i++)
            {
                transitionValues[i, R] = (colors[s[i].next_season.GetIndex()].r - colors[i].r) / (transiotion_days * 24 * 3600);
                transitionValues[i, G] = (colors[s[i].next_season.GetIndex()].g - colors[i].g) / (transiotion_days * 24 * 3600);
                transitionValues[i, B] = (colors[s[i].next_season.GetIndex()].b - colors[i].b) / (transiotion_days * 24 * 3600);
                transitionValues[i, A] = (colors[s[i].next_season.GetIndex()].a - colors[i].a) / (transiotion_days * 24 * 3600);

                if (debug)
                {
                    Debug.Log("Transition values for seasosn: " + i + s[i].name);
                    Debug.Log("color on season: " + colors[i]);
                    Debug.Log("Color on next season: " + colors[s[i].next_season.GetIndex()]);
                    Debug.Log("TRANSITION VALUES: \n " +
                              "\r R : " + transitionValues[i, R] + "\t " + ((colors[s[i].next_season.GetIndex()].r - colors[i].r) + "\t " + (transiotion_days * 24 * 3600)) + "\n" +
                              "\r G : " + transitionValues[i, G] + "\t " + ((colors[s[i].next_season.GetIndex()].g - colors[i].g) + "\t" + (transiotion_days * 24 * 3600)) + "\n" +
                              "\r B : " + transitionValues[i, B] + "\t " + ((colors[s[i].next_season.GetIndex()].b - colors[i].b) + "\t" + (transiotion_days * 24 * 3600)) + "\n" +
                              "\r A : " + transitionValues[i, A] + "\t " + ((colors[s[i].next_season.GetIndex()].a - colors[i].a) + "\t" + (transiotion_days * 24 * 3600)) + "\n");
                }
            }
        }
Example #8
0
 public void setClock()
 {
     clock = GameObject.FindGameObjectWithTag("Clock").GetComponent <CentralClock>();
 }