Esempio n. 1
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 public void SetNight()
 {
     if (_light != null)
     {
         _light.enabled = false;
     }
     CurrentPhase = DayPhase.Night;
 }
Esempio n. 2
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 public void SetDayPhase(DayPhase newDayPhase)
 {
     CurrentDayPhase = newDayPhase;
     if (DayPhaseChangedTo != null)
     {
         DayPhaseChangedTo.Invoke(newDayPhase);
     }
 }
Esempio n. 3
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 /// Sets the currentPhase to Dawn, turning on the directional light, if any.
 public void SetDawn()
 {
     if (light != null)
     {
         light.enabled = true;
     }
     currentPhase = DayPhase.Dawn;
 }
Esempio n. 4
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    /// <summary>
    /// Sets the currentPhase to Dusk.
    /// </summary>
    public void SetDusk()
    {
        RenderSettings.skybox = dawnDuskSkybox;         //would be commented out or removed if UpdateSkybox were used.
        //remainingTransition = skyTransitionTime; //would be set if UpdateSkybox were used.
        currentPhase = DayPhase.Dusk;

        currentCycleTime = duskTime;
    }
Esempio n. 5
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 public void SetDay()
 {
     if (_light != null)
     {
         _light.intensity = _lightIntensity;
     }
     CurrentPhase = DayPhase.Day;
 }
Esempio n. 6
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 public void SetDawn()
 {
     if (_light != null)
     {
         _light.enabled = true;
     }
     CurrentPhase = DayPhase.Dawn;
     Audio.AudioManager.PlaySoundEffect(DawnAudio);
 }
Esempio n. 7
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 void SetDay()
 {
     RenderSettings.ambientLight = fullLight;
     if (light != null)
     {
         light.intensity = lightIntensity;
     }
     currentPhase = DayPhase.DAY;
 }
Esempio n. 8
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 void SetNight()
 {
     RenderSettings.ambientLight = fullDark;
     if (light != null)
     {
         light.enabled = false;
     }
     currentPhase = DayPhase.NIGHT;
 }
Esempio n. 9
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        public float DayPhaseFraction(DayPhase phase)
        {
            float num = this.DayFraction - DayPhaseExtensions.StartTime(phase);

            if ((double)num < 1.0)
            {
                ++num;
            }
            return(num / DayPhaseExtensions.Duration(phase));
        }
Esempio n. 10
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 /// <summary>
 /// Sets the currentPhase to Dawn, turning on the directional light, if any.
 /// </summary>
 public void SetDawn()
 {
     RenderSettings.skybox = dawnDuskSkybox;         //would be commented out or removed if UpdateSkybox were used.
     //remainingTransition = skyTransitionTime; //would be set if UpdateSkybox were used.
     if (GetComponent <Light>() != null)
     {
         GetComponent <Light>().enabled = true;
     }
     currentPhase = DayPhase.Dawn;
 }
Esempio n. 11
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 /// <summary>
 /// Sets the currentPhase to Day, ensuring full day color ambient light, and full
 /// directional light intensity, if any.
 /// </summary>
 public void SetDay()
 {
     RenderSettings.skybox = daySkybox;         //would be commented out or removed if UpdateSkybox were used.
     //remainingTransition = skyTransitionTime; //would be set if UpdateSkybox were used.
     RenderSettings.ambientLight = fullLight;
     if (GetComponent <Light>() != null)
     {
         GetComponent <Light>().intensity = lightIntensity;
     }
     currentPhase = DayPhase.Day;
 }
Esempio n. 12
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 /// <summary>
 /// Sets the currentPhase to Night, ensuring full night color ambient light, and
 /// turning off the directional light, if any.
 /// </summary>
 public void SetNight()
 {
     RenderSettings.skybox = nightSkybox;         //would be commented out or removed if UpdateSkybox were used.
     //remainingTransition = skyTransitionTime; //would be set if UpdateSkybox were used.
     //RenderSettings.ambientLight = fullDark;
     if (GetComponent <Light>() != null)
     {
         GetComponent <Light>().enabled = false;
     }
     currentPhase = DayPhase.Night;
 }
Esempio n. 13
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        public static float Duration(this DayPhase phase)
        {
            float num1 = DayPhaseExtensions.EndTime(phase);
            float num2 = DayPhaseExtensions.StartTime(phase);

            if ((double)num1 < (double)num2)
            {
                ++num1;
            }
            return(num1 - num2);
        }
 // Continues to the next phase and returns it
 private void SwitchPhase()
 {
     if (currentDayPhase == DayPhase.Day)
     {
         _currentDayPhase = DayPhase.Night;
         _nights_survived++;
     }
     else
     {
         _currentDayPhase = DayPhase.Day;
     }
     MainEventManager.Instance.OnDaySwitchPhase.Invoke();
 }
        /// Sets the currentPhase to Dawn, turning on the directional light, if any.  
        public void SetDawn()
        {
            if (sun != null) {
                sun.intensity = Mathf.Lerp (sun.intensity, 0.3f, Time.deltaTime);
                sun.flare = coldSunFlare;
            }

            RenderSettings.ambientIntensity = ambientIntensity;

            currentPhase = DayPhase.Dawn;
            if (RenderSettings.skybox != dawn && updateSkyboxes) {
                RenderSettings.skybox = dawn;
            }
        }
        void RecomputeDate()
        {
            int counter = m_TurnCounter;

            m_Day    = counter / TURNS_PER_DAY;
            counter -= m_Day * TURNS_PER_DAY;

            m_Hour   = counter / TURNS_PER_HOUR;
            counter -= m_Hour * TURNS_PER_HOUR;

            switch (m_Hour)
            {
            case 0: m_Phase = DayPhase.MIDNIGHT; m_IsNight = true; break;

            case 1:
            case 2:
            case 3:
            case 4:
            case 5: m_Phase = DayPhase.DEEP_NIGHT; m_IsNight = true; break;

            case 6: m_Phase = DayPhase.SUNRISE; m_IsNight = false; break;

            case 7:
            case 8:
            case 9:
            case 10:
            case 11: m_Phase = DayPhase.MORNING; m_IsNight = false; break;

            case 12: m_Phase = DayPhase.MIDDAY; m_IsNight = false; break;

            case 13:
            case 14:
            case 15:
            case 16:
            case 17: m_Phase = DayPhase.AFTERNOON; m_IsNight = false; break;

            case 18: m_Phase = DayPhase.SUNSET; m_IsNight = true; break;

            case 19:
            case 20:
            case 21:
            case 22:
            case 23: m_Phase = DayPhase.EVENING; m_IsNight = true; break;

            default:
                throw new ArgumentOutOfRangeException("unhandled hour");
            }
        }
Esempio n. 17
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        private string GetFadeTitle(DayPhase newDayPhase)
        {
            switch (newDayPhase)
            {
            case DayPhase.Morning:
                return(string.Format("Day {0}", time.GameTime.GetDay() + 1));

            case DayPhase.Open:
                return("Opening Time!");

            case DayPhase.Night:
                return("Always some stragglers. Use the console near the door to turf them out.");

            default:
                throw new ArgumentOutOfRangeException("newDayPhase", newDayPhase, null);
            }
        }
Esempio n. 18
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    ///<summary>
    ///Establece la fase del dia, dependiendo de esta se pueden hacer unas cosas u otras
    /// <param name="phaseOfTheDay">fase del dia</param>
    ///</summary>

    public void SetPhaseOfTheDay(DayPhase nextPhaseOfTheDay)
    {
        if (nextPhaseOfTheDay >= this.PhaseOfTheDay)
        {
            PhaseOfTheDay = nextPhaseOfTheDay;
            print("Fase del dia : " + PhaseOfTheDay);

            if (Day == 0)
            {
                ExecuteEventsTutorial();
            }
            else
            {
                ExecuteEventsNormalDay();
            }
        }
    }
Esempio n. 19
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 public bool IsDayPhase(DayPhase phase)
 {
   float dayFraction = this.DayFraction;
   float num1 = DayPhaseExtensions.StartTime(phase);
   float num2 = DayPhaseExtensions.EndTime(phase);
   if ((double) num1 < (double) num2)
   {
     if ((double) dayFraction >= (double) num1)
       return (double) dayFraction <= (double) num2;
     else
       return false;
   }
   else if ((double) dayFraction < (double) num1)
     return (double) dayFraction <= (double) num2;
   else
     return true;
 }
Esempio n. 20
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    // Update is called once per frame
    void Update()
    {
        if (this.paused)
        {
            return;
        }

        // Rudementary phase-check algorithm:
        if (currentCycleTime > nightTime && currentPhase == DayPhase.Dusk)
        {
            SetNight();
        }
        else if (currentCycleTime > duskTime && currentPhase == DayPhase.Day)
        {
            SetDusk();
        }
        else if (currentCycleTime > dayTime && currentPhase == DayPhase.Dawn)
        {
            SetDay();
        }
        else if (currentCycleTime > dawnTime && currentCycleTime < dayTime && currentPhase == DayPhase.Night)
        {
            SetDawn();
        }

        // Perform standard updates:
        UpdateWorldTime();
        UpdateDaylight();
        UpdateFog();
        //UpdateSkybox(); //would be called if UpdateSkybox were used.

        // Update the current cycle time:
        currentCycleTime += Time.deltaTime;
        currentCycleTime  = currentCycleTime % dayCycleLength;

        // Pause the phase if necessary.
        if (this.currentPhase == this.pausePhase && this.currentCycleTime >= this.GetPhaseStartTime(this.currentPhase))
        {
            this.paused     = true;
            this.pausePhase = DayPhase.None;
        }
    }
Esempio n. 21
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        public static float MusicEndTime(this DayPhase phase)
        {
            switch (phase)
            {
            case DayPhase.Night:
                return(0.08333334f);

            case DayPhase.Dawn:
                return(0.2083333f);

            case DayPhase.Day:
                return(0.7916667f);

            case DayPhase.Dusk:
                return(0.875f);

            default:
                throw new InvalidOperationException();
            }
        }
Esempio n. 22
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 /// <summary>
 /// Sets the currentPhase to Night, ensuring full night color ambient light, and
 /// turning off the directional light, if any.
 /// </summary>
 public void SetNight()
 {
     RenderSettings.skybox = nightSkybox; //would be commented out or removed if UpdateSkybox were used.
     //remainingTransition = skyTransitionTime; //would be set if UpdateSkybox were used.
     RenderSettings.ambientLight = fullDark;
     if (light != null)
     { light.enabled = false; }
     currentPhase = DayPhase.Night;
 }
Esempio n. 23
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 /// <summary>
 /// Sets the currentPhase to Dusk.
 /// </summary>
 public void SetDusk()
 {
     RenderSettings.skybox = dawnDuskSkybox; //would be commented out or removed if UpdateSkybox were used.
     //remainingTransition = skyTransitionTime; //would be set if UpdateSkybox were used.
     currentPhase = DayPhase.Dusk;
 }
Esempio n. 24
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 public float DayPhaseFraction(DayPhase phase)
 {
   float num = this.DayFraction - DayPhaseExtensions.StartTime(phase);
   if ((double) num < 1.0)
     ++num;
   return num / DayPhaseExtensions.Duration(phase);
 }
Esempio n. 25
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 /// <summary>
 /// Sets the currentPhase to Day, ensuring full day color ambient light, and full
 /// directional light intensity, if any.
 /// </summary>
 public void SetDay()
 {
     //remainingTransition = skyTransitionTime; //would be set if UpdateSkybox were used.
     RenderSettings.ambientLight = fullLight;
     if (GetComponent<Light>() != null)
     { GetComponent<Light>().intensity = lightIntensity; }
     currentPhase = DayPhase.Day;
 }
Esempio n. 26
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    private void SetNight()
    {
        Debug.Log("It is now Night.");

        for (int i = 0; i < nightLights.Length; i++)
            nightLights[i].SetActive(true);

        skybox.SetFloat("_Blend", 1.0f);
        currentPhase = DayPhase.Night;
        RenderSettings.ambientLight = fullDark;

        if (GetComponent<Light>() != null)
            GetComponent<Light>().enabled = false;
    }
Esempio n. 27
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    private void SetDay()
    {
        //Debug.Log("It is now Day.");

        for (int i = 0; i < nightLights.Length; i++)
            nightLights[i].SetActive(false);

        skybox.SetFloat("_Blend", 0.0f);
        currentPhase = DayPhase.Day;
        RenderSettings.ambientLight = fullLight;

        if (GetComponent<Light>() != null)
            GetComponent<Light>().intensity = lightIntensity;
    }
Esempio n. 28
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 /// <summary>
 /// Sets the currentPhase to Dusk.
 /// </summary>
 public void SetDusk()
 {
     //remainingTransition = skyTransitionTime; //would be set if UpdateSkybox were used.
     currentPhase = DayPhase.Dusk;
 }
Esempio n. 29
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 void SetDusk()
 {
     currentPhase = DayPhase.DUSK;
 }
Esempio n. 30
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        public static void CreateNewAsset(RawInfoHolder raw)
        {
            AnimalInfo newAnimal =
                ScriptableObject.CreateInstance <AnimalInfo>();

            newAnimal._id                 = raw.Id;
            newAnimal._name               = raw.Name;
            newAnimal._subtitle           = raw.Subtitle;
            newAnimal._detailedDescripion = raw.Description;
            newAnimal._specie             = (AnimalSpecie)Enum.Parse(typeof(AnimalSpecie), raw.Specie);
            newAnimal._location           = (FishingAreaType)Enum.Parse(typeof(FishingAreaType), raw.Location);

            CatchValues cValues = new CatchValues(int.Parse(raw.Stamina),
                                                  int.Parse(raw.Fails),
                                                  int.Parse(raw.ReelWindow) * 0.01f,
                                                  int.Parse(raw.WindowIncrease) * 0.01f,
                                                  int.Parse(raw.BaitInterest) * 0.01f);

            AvailabilityValues aValues = new AvailabilityValues(
                GetMonths(),
                GetPhases(),
                int.Parse(raw.SpawnChance) * 0.01f,
                int.Parse(raw.Lifespan));

            newAnimal._catchingValues = cValues;
            newAnimal._availability   = aValues;

            string path = "Assets/Resources/Fauna Info/Aquatic/" + raw.Specie + '/';
            string file = newAnimal._name + ".asset";

            AnimalInfo[] foundAssets =
                Resources.LoadAll <AnimalInfo>("Fauna Info/Aquatic/" + raw.Specie);

            bool flag = false;

            foreach (AnimalInfo i in foundAssets)
            {
                if (i._name == newAnimal._name)
                {
                    newAnimal._fishGFX = i.FishGFX;
                    AssetDatabase.DeleteAsset(path + file);
                    Debug.Log("Found duplicate of " + newAnimal.Name + "\nReplacing...");
                    flag = true;
                }
            }

            if (!flag)
            {
                Debug.Log("New Animal Added: " + newAnimal.Name);
            }

            AssetDatabase.CreateAsset(newAnimal, path + file);

            Month GetMonths()
            {
                Month months = Month.NONE;

                string[] rawMonths = raw.Months.Split(' ');
                for (int i = 0; i < rawMonths.Length; i++)
                {
                    switch (int.Parse(rawMonths[i]))
                    {
                    case 1:
                        months |= Month.JANUARY;
                        break;

                    case 2:
                        months |= Month.FEBRUARY;
                        break;

                    case 3:
                        months |= Month.MARCH;
                        break;

                    case 4:
                        months |= Month.APRIL;
                        break;

                    case 5:
                        months |= Month.MAY;
                        break;

                    case 6:
                        months |= Month.JUNE;
                        break;

                    case 7:
                        months |= Month.JULY;
                        break;

                    case 8:
                        months |= Month.AUGUST;
                        break;

                    case 9:
                        months |= Month.SEPTEMBER;
                        break;

                    case 10:
                        months |= Month.OCTOBER;
                        break;

                    case 11:
                        months |= Month.NOVEMBER;
                        break;

                    case 12:
                        months |= Month.DECEMBER;
                        break;
                    }
                }
                return(months);
            }

            DayPhase GetPhases()
            {
                DayPhase phases = DayPhase.NONE;

                string[] rawPhases = raw.Phases.Split(' ');
                for (int i = 0; i < rawPhases.Length; i++)
                {
                    switch (rawPhases[i])
                    {
                    case "EM":
                        phases |= DayPhase.Early_Morning;
                        break;

                    case "LM":
                        phases |= DayPhase.Late_Morning;
                        break;

                    case "EA":
                        phases |= DayPhase.Early_Afternoon;
                        break;

                    case "LA":
                        phases |= DayPhase.Late_Afternoon;
                        break;

                    case "EN":
                        phases |= DayPhase.Early_Night;
                        break;

                    case "LN":
                        phases |= DayPhase.Late_Night;
                        break;

                    case "NO":
                        phases |= DayPhase.Night_Owl;
                        break;
                    }
                }
                return(phases);
            }
        }
Esempio n. 31
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 /// <summary>
 /// Continues the cycle and pauses when the specified <paramref name="phase"/> is reached.
 /// </summary>
 public void ContinueToPhase(DayNightController.DayPhase phase)
 {
     this.pausePhase = phase;
     this.paused     = false;
 }
Esempio n. 32
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    /// <summary>
    /// Update is called once per frame
    /// </summary>
    void Update()
    {
        //if main player is killed fade screen and move them to start to respawn
        if (FadeScreen)
        {
            Color myColor = new Color(60, 0, 0);
            if(notFaded)
            {
                screenFader.color = Color.Lerp(screenFader.color, myColor, fadeSpeed * Time.deltaTime);
            }

            if(screenFader.color.a > 0.9)
            {
                notFaded = false;
                player.transform.position = new Vector3(529f, 1.5f, 276f);
            }

            if(screenFader.color.a > 0 && !notFaded)
            {
                screenFader.color = Color.Lerp(screenFader.color, Color.clear, fadeSpeed * Time.deltaTime);
            }

            if(screenFader.color.a == 0)
            {
                FadeScreen = false;
                notFaded = true;
            }
        }

        if (Input.GetKeyDown(KeyCode.C))
        {
            currentCameraIndex ++;
            Debug.Log ("C button has been pressed. Switching to the next camera");
            if (currentCameraIndex < cameras.Length)
            {
                cameras[currentCameraIndex-1].gameObject.SetActive(false);
                cameras[currentCameraIndex].gameObject.SetActive(true);
                Debug.Log ("Camera with name: " + cameras [currentCameraIndex].GetComponent<Camera>().name + ", is now enabled");
            }
            else
            {
                cameras[currentCameraIndex-1].gameObject.SetActive(false);
                currentCameraIndex = 0;
                cameras[currentCameraIndex].gameObject.SetActive(true);
                Debug.Log ("Camera with name: " + cameras [currentCameraIndex].GetComponent<Camera>().name + ", is now enabled");
            }
        }

        // Rudementary phase-check algorithm:
        if (currentCycleTime > nightTime && currentPhase == DayPhase.Dusk) {
            lightsOn = true;
            currentPhase = DayPhase.Night;
        } else if (currentCycleTime > duskTime && currentPhase == DayPhase.Day) {
            lightsOn = true;
            currentPhase = DayPhase.Dusk;
        } else if (currentCycleTime > dayTime && currentPhase == DayPhase.Dawn) {
            lightsOn = false;
            currentPhase = DayPhase.Day;
        } else if (currentCycleTime > dawnTime && currentCycleTime < dayTime && currentPhase == DayPhase.Night) {
            lightsOn = true;
            currentPhase = DayPhase.Dawn;
        }

        // Perform standard updates:
        UpdateWorldTime();
        UpdateDaylight();
        UpdateFog();
        //UpdateSkybox(); //would be called if UpdateSkybox were used.

        // Update the current cycle time:
        currentCycleTime += Time.deltaTime;
        currentCycleTime = currentCycleTime % dayCycleLength;

        if (lightsOn)
        {
            CarouselLight.intensity = 5.5f;
            CarouselLight.range = 40;
            flashLight.intensity = 2;
            flashLight.range = 40;
            HurCarLight1.intensity = 5;
            HurCarLight2.intensity = 5;
            HurCarLight3.intensity = 5;
            HurCarLight4.intensity = 5;
            HurCarLight5.intensity = 5;
            HurRideLight.intensity = 4;
            TeaCupLight.intensity = 5;
            RoundUpLight.intensity = 5;
        }
        else
        {
            CarouselLight.intensity = 0;
            CarouselLight.range = 0;
            flashLight.intensity = 0;
            flashLight.range = 0;
            HurCarLight1.intensity = 0;
            HurCarLight2.intensity = 0;
            HurCarLight3.intensity = 0;
            HurCarLight4.intensity = 0;
            HurCarLight5.intensity = 0;
            HurRideLight.intensity = 0;
            TeaCupLight.intensity = 0;
            RoundUpLight.intensity = 0;
        }

        if(modFlock != null && modFlock.Count > 0)
        {
            foreach (GameObject food in modFlock)
            {
                //remove guy
                flock.Remove(food);
                modFlock.Remove(food);
                Destroy(food);
                Vector3 position = new Vector3(Random.Range (445, 480), 1f, Random.Range (238, 280));
                GameObject guy = (GameObject)GameObject.Instantiate(GuyPrefab, position, Quaternion.identity);
                guy.name =  "dude " + Random.Range(10,100);
                guy.GetComponent<Seeker>().myTarget = null;
                guy.GetComponent<Seeker>().myLeader = leaders[0];
                flock.Add (guy);
            }
        }
    }
Esempio n. 33
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 public DayPhaseState(DayPhase dayPhase)
 {
     DayPhase = dayPhase;
 }
        /// Sets the currentPhase to Day, ensuring full day color ambient light, and full  
        /// directional light intensity, if any.  
        public void SetDay(float lighting)
        {
            if (sun != null) {
                sun.intensity = Mathf.Lerp (sun.intensity, lighting, Time.deltaTime);
                sun.flare = coldSunFlare;

            }
            currentPhase = DayPhase.Day;
            RenderSettings.ambientIntensity = ambientIntensity;

            if (RenderSettings.skybox != day && updateSkyboxes) {
                RenderSettings.skybox = day;
            }
        }
Esempio n. 35
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 /// <summary>
 /// Sets the currentPhase to Dawn, turning on the directional light, if any.
 /// </summary>
 public void SetDawn()
 {
     //remainingTransition = skyTransitionTime; //would be set if UpdateSkybox were used.
     if (GetComponent<Light>() != null)
     { GetComponent<Light>().enabled = true; }
     currentPhase = DayPhase.Dawn;
 }
Esempio n. 36
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 /// <summary>
 /// Sets the currentPhase to Night, ensuring full night color ambient light, and
 /// turning off the directional light, if any.
 /// </summary>
 public void SetNight()
 {
     //remainingTransition = skyTransitionTime; //would be set if UpdateSkybox were used.
     RenderSettings.ambientLight = fullDark;
     if (GetComponent<Light>() != null)
     { GetComponent<Light>().enabled = false; }
     currentPhase = DayPhase.Night;
 }
        /// Sets the currentPhase to Night, ensuring full night color ambient light, and  
        /// turning off the directional light, if any.  
        public void SetNight()
        {
            if (sun != null) {
                sun.intensity = Mathf.Lerp (sun.intensity, 0.3f, Time.deltaTime);
                sun.flare = null;
            }
            RenderSettings.ambientIntensity = 0.9f;

            currentPhase = DayPhase.Night;
            if (RenderSettings.skybox != night && updateSkyboxes) {
                RenderSettings.skybox = night;
            }
        }
Esempio n. 38
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    private void SetDawn()
    {
        Debug.Log("It is now Dawn.");

        skybox.SetFloat("_Blend", 1.0f);
        currentPhase = DayPhase.Dawn;

        if (GetComponent<Light>() != null)
            GetComponent<Light>().enabled = true;
    }
Esempio n. 39
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 public void SetDusk()
 {
     CurrentPhase = DayPhase.Dusk;
     Audio.AudioManager.PlaySoundEffect(DuskAudio);
 }
Esempio n. 40
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 private void SetDusk()
 {
     Debug.Log("It is now Dusk.");
     skybox.SetFloat("_Blend", 0.0f);
     currentPhase = DayPhase.Dusk;
 }
Esempio n. 41
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 /// <summary>
 /// Sets the currentPhase to Dawn, turning on the directional light, if any.
 /// </summary>
 public void SetDawn()
 {
     RenderSettings.skybox = dawnDuskSkybox; //would be commented out or removed if UpdateSkybox were used.
     //remainingTransition = skyTransitionTime; //would be set if UpdateSkybox were used.
     if (light != null)
     { light.enabled = true; }
     currentPhase = DayPhase.Dawn;
 }
Esempio n. 42
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 private void Start()
 {
     PhaseOfTheDay = 0;
     SetPhaseOfTheDay(0);
 }
Esempio n. 43
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 /// <summary>
 /// Sets the currentPhase to Day, ensuring full day color ambient light, and full
 /// directional light intensity, if any.
 /// </summary>
 public void SetDay()
 {
     RenderSettings.skybox = daySkybox; //would be commented out or removed if UpdateSkybox were used.
     //remainingTransition = skyTransitionTime; //would be set if UpdateSkybox were used.
     RenderSettings.ambientLight = fullLight;
     if (light != null)
     { light.intensity = lightIntensity; }
     currentPhase = DayPhase.Day;
 }
Esempio n. 44
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        private void OnDayPhaseChanged(DayPhase newDayPhase)
        {
            switch (newDayPhase)
            {
            case DayPhase.Morning:
                if (time.GameTime != Constants.GameStartTime)
                {
                    time.GameTime.IncrementDay();
                    switch (time.GameTime.GetDay())
                    {
                    case 1:
                        break;

                    case 2:
                        DayTwoMorning.Start(people);
                        break;

                    case 3:
                        DayThreeMorning.Start(people);
                        break;

                    case 4:
                        WelcomeSignControllerVisualizer.Instance.SetWelcomeSignActive(false);
                        break;
                    }
                }
                break;

            case DayPhase.Open:
                time.GameTime.SetTime(Constants.OpeningHour, 0);
                EventSystem.StartDrinkMakingEvent.Invoke();

                switch (time.GameTime.GetDay())
                {
                case 1:
                    break;

                case 2:
                    DayTwoOpen.Start(people);
                    break;
                }
                break;

            case DayPhase.Night:
                EventSystem.EndDrinkMakingEvent.Invoke();
                switch (time.GameTime.GetDay())
                {
                case 1:
                    DayOneNight.Start(people);
                    break;

                case 2:
                    DayTwoNight.Start(people);
                    break;

                case 3:
                    PartyScene.Start(people);
                    break;
                }
                break;

            default:
                throw new ArgumentOutOfRangeException("newDayPhase", newDayPhase, null);
            }
        }
Esempio n. 45
0
 /// Sets the currentPhase to Dusk.
 public void SetDusk()
 {
     currentPhase = DayPhase.Dusk;
 }
Esempio n. 46
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 private static void SetLighting(DayPhase newDayPhase)
 {
     LightControllerVisualizer.Instance.SetLighting(newDayPhase);
 }
    public void GetCurrentPhase()
    {
        int  i = 0;
        int  nextPhaseIndex     = 0;
        int  previousPhaseIndex = 0;
        bool foundPhase         = false;

        foreach (DayPhase phase in Phases)
        {
            if (phase.DayPhaseHours.Contains(TimeManager.Instance.CurrentHour))
            {
                CurrentDayPhase = phase;
                //				print (CurrentDayPhase.Name);
                foundPhase = true;
            }

            previousPhaseIndex = i - 1;
            nextPhaseIndex     = i + 1;
            i++;
            if (foundPhase)
            {
                break;
            }
        }

        //Get next phase index
        if (nextPhaseIndex > Phases.Count - 1)
        {
            nextPhaseIndex = 0;
        }

        //Get previous phase index
        if (previousPhaseIndex < 0)
        {
            previousPhaseIndex = Phases.Count - 1;
        }

        PreviousDayPhase = Phases[previousPhaseIndex];

        NextDayPhase = Phases[nextPhaseIndex];

        TargetColor     = CurrentDayPhase.SunColor;
        TargetIntensity = CurrentDayPhase.SunIntensity;

        //		print("Current Color: " + Sun.color);
        //		print("Target Color: " + TargetColor);

        if (CurrentDayPhase.Name == DayPhaseNames.Dawn || CurrentDayPhase.Name == DayPhaseNames.Evening || CurrentDayPhase.Name == DayPhaseNames.Night)
        {
            NightState.SetValue();
        }
        else
        {
            DayState.SetValue();
        }

        if (OnPhaseChange != null)
        {
            OnPhaseChange();
        }
    }