/// <summary> /// /// </summary> /// <param name="dayInterval">The day(s) of the week (Sun thru Sat)</param> /// <param name="weekInterval">The week(s) in which the schedule recurs</param> /// <param name="quarterInterval">The quarter(s) in which the schedule recurs</param> /// <param name="monthOfOfQuarterInterval"></param> public ScheduleDayInQuarter( DayInterval dayInterval, WeekInterval weekInterval, QuarterInterval quarterInterval, MonthOfQuarterInterval monthOfOfQuarterInterval) { _dayInterval = dayInterval; _weekInterval = weekInterval; _monthOfQuarterInterval = monthOfOfQuarterInterval; _quarterInterval = quarterInterval; }
private void Start() { Test24 = false; mDayTimeBuffer = DayInterval.Night; if (DayTime == DayInterval.Night) { mDayTimeBuffer = DayInterval.Day; } bTimeOf24 = -1; Shader.SetGlobalFloat("_NoLightmap", 0); if (InDoor) { Shader.SetGlobalFloat("_SunOutDoor", 0); } else { Shader.SetGlobalFloat("_SunOutDoor", 1); } }
public void SetDaysOfWeek(DayInterval interval) { DayInterval = interval; }
/// <summary> /// Creates a temporaral expression using day(s) of the week as well as a WeekOfMonth. /// /// var example1 = new ScheduleDayInWeekOfMonth(DayInterval.Sunday, WeekInterval.First); /// var example2 = new ScheduleDayInWeekOfMonth(DayInterval.Tuesday, WeekInterval.Second); /// var example3 = new ScheduleDayInWeekOfMonth(DayInterval.Friday, WeekInterval.Last); /// /// </summary> /// <param name="dayInterval">day of week</param> /// <param name="weekInterval">week interval</param> public ScheduleDayInWeekOfMonth(DayInterval dayInterval, WeekInterval weekInterval) { _dayInterval = dayInterval; _weekInterval = weekInterval; }
public ScheduleBuilder OnDaysOfWeek(DayInterval interval) { this.OnDaysOfWeek((int)interval); return(this); }
private void ReadTimePoint() { Material skyMat = RenderSettings.skybox; if (skyMat != null && !Is24Hours) { switch (DayTime) { case DayInterval.Night: mCube1 = NightSkyBox; break; case DayInterval.Morning: mCube1 = MorningSkyBox; break; case DayInterval.Day: mCube1 = DaySkyBox; break; case DayInterval.Dusk: mCube1 = DuskSkyBox; break; } } if (mCube1 != null) { skyMat.SetTexture("_Tex", mCube1); } if (mCube2 != null) { skyMat.SetTexture("_Tex2", mCube2); } mDayTimeBuffer = DayTime; FogColor = ReadTimePoint(FogColorGradient, FogColor); FogLightColor = ReadTimePoint(FogLightColorGradient, FogLightColor); FogDensity = ReadTimePoint(FogDensityCurve, FogDensity); FogHeightFallOut = ReadTimePoint(FogHeightFallOutCurve, FogHeightFallOut); FogStartDistance = ReadTimePoint(FogStartDistanceCurve, FogStartDistance); FogHeightFallOutPos = ReadTimePoint(FogHeightFallOutPosCurve, FogHeightFallOutPos); Sky_FalloutModif = ReadTimePoint(Sky_FalloutModifCurve, Sky_FalloutModif); Sky_FalloutModifHeight = ReadTimePoint(Sky_FalloutModifHeightCurve, Sky_FalloutModifHeight); VerticalFogDensity = ReadTimePoint(VerticalFogDensityCurve, VerticalFogDensity); VerticalFogHeight = ReadTimePoint(VerticalFogHeightCurve, VerticalFogHeight); LightmapForce = ReadTimePoint(LightmapForceCurve, LightmapForce); GlobalEmissionLevel = ReadTimePoint(GlobalEmissionLevelCurve, GlobalEmissionLevel); LightmapColor = ReadTimePoint(LightmapColorGradient, LightmapColor); CharaLight = ReadTimePoint(CharaLightGradient, CharaLight); CharaDark = ReadTimePoint(CharaDarkGradient, CharaDark); CharaSkinDark = ReadTimePoint(CharaSkinDarkGradient, CharaSkinDark); GrassColor = ReadTimePoint(GrassColorGradient, GrassColor); CloudyColor = ReadTimePoint(CloudyColorGradient, CloudyColor); CloudySaturation = ReadTimePoint(CloudySaturationCurve, CloudySaturation); if (mRainSky != null) { CloudySky = ReadTimePoint(CloudySkyGradient, CloudySky); Shader.SetGlobalColor("_RainSkyColor", CloudySky); } if (TestSun()) { SunColorForMixer = RenderSettings.sun.color = RainedColor(ReadTimePoint(SunColorGradient, RenderSettings.sun.color)); SunIntensityForMixer = RenderSettings.sun.intensity = ReadTimePoint(SunIntensityCurve, RenderSettings.sun.intensity); } SkyColorForMixer = RenderSettings.ambientSkyColor = RainedColor(ReadTimePoint(SkyEnvColorGradient, RenderSettings.ambientSkyColor)); EquatorColorForMixer = RenderSettings.ambientEquatorColor = RainedColor(ReadTimePoint(EquatorEnvColorGradient, RenderSettings.ambientEquatorColor)); GroundColorForMixer = RenderSettings.ambientGroundColor = RainedColor(ReadTimePoint(GroundEnvColorGradient, RenderSettings.ambientGroundColor)); }
/// <summary> /// The day of week value /// </summary> /// <param name="aDay"></param> public ScheduleDayOfWeek(DayInterval aDay) { _day = aDay; }