Exemple #1
0
    // Update is called once per frame
    void Update()
    {
        float raw24HourTime = IdyllTime.GetGameClockTimeHrs(); //0 to 24
        //want something like 1:15 AM, 3:30 PM, 11:59 AM
        //(raw24HourTime) -> (desired display)
        //13.5 -> 1:30 PM
        //1.75 -> 1:45 AM
        //0.25 -> 12:45 AM
        //12.33333 -> 12:20 PM

        float hourFraction = raw24HourTime % 1; //give 13.5 -> 0.5 (part of the number after decimal point)
        // (hourDigits) : (minuteDigits)
        float hourDigits = Mathf.Floor(raw24HourTime) % 12;

        if (hourDigits == 0)
        {
            hourDigits = 12;
        }


        float minutes = Mathf.Floor(hourFraction * 60);

        IdyllClockText.text = hourDigits + " : " + minutes + "\nDay: " + IdyllTime.GetGameDay();
        //Debug.Log(IdyllTime.GetGameTimeHrs();
    }
Exemple #2
0
    // Update is called once per frame
    void Update()
    {
        float overlayAlpha            = Mathf.InverseLerp(.95f, 1f, IdyllTime.dayNightBlend);
        bool  showingOverlayThisFrame = overlayAlpha > 0;

        //One time event per day/night cycle
        if (showingOverlayThisFrame && !showedOverlayLastFrame)
        {
            stableDaysPassed = IdyllTime.GetGameDay();
        }
        //map(IdyllTime.dayNightBlend, .95, 1, 0,1);
        canvasGroup.alpha      = overlayAlpha;
        displayIdyllDay.text   = "End of day " + stableDaysPassed; //+ "\n Tomorrow is day " + (stableDaysPassed+1);
        showedOverlayLastFrame = showingOverlayThisFrame;
    }