/********************************************************************************* * * PRIVATE METHDOS * *********************************************************************************/ private void NextSunsetStep() { //Debug.Log("AnimateSky.NextSunsetStep(): sunsetScreen=" + sunsetScreen); if(sunsetAnimationTextureSet.Length > sunsetScreen) { SetSkyTextureSet(sunsetAnimationTextureSet[sunsetScreen++]); Invoke("NextSunsetStep", sunsetSpeed); } else { //Debug.Log("AnimateSky.NextSunsetStep() ready. It is night"); timeOfDay = GameTime.TIME_OF_DAY.NIGHT; SetSkyTextureSet(nightTextureSet); } }
// Use this for initialization void Start() { Init(); // registering to receice changes in QualitySetting in animation menu LocationAnimQuality.RegisterListener(this); // get the initial value and enable or disable Behaviour based on it enabled = LocationAnimQuality.Enabled(); animationEnabled = enabled; GameTime.RegisterTimeOfDayListener(this); cameraEffectScript = mainCamera.GetComponent(typeof(ColorCorrectionEffect)) as ColorCorrectionEffect; // We want to switch image effects on and off. So we need to check if effect is supported // Effect does this, but we do not know if it disabled itself because effect or shader is not supported imageEffectSupported = SystemInfo.supportsImageEffects; if(imageEffectSupported) { imageEffectSupported = cameraEffectScript.shader.isSupported; } Debug.Log("AnimateSky.Start(): image effects and effect shader supported: " + imageEffectSupported); GameObject pc = CharacterManager.GetPC(); pcState = pc.GetComponent(typeof(CharacterState)) as CharacterState; //SetSkyTextureSet(dayTexureSet); //timeOfDay=GameTime.TIME_OF_DAY.DAY; timeOfDay = GameTime.GetTimeOfDay(); switch(timeOfDay) { case GameTime.TIME_OF_DAY.DAY: SetSkyTextureSet(dayTexureSet); break; case GameTime.TIME_OF_DAY.NIGHT: SetSkyTextureSet(nightTextureSet); break; } }
// This is called if it is a day and dunrise time was skipped public void SetNight() { Debug.Log("AnimateSky.SetNight()"); StopSunsetAnimationIfNeeded(); timeOfDay = GameTime.TIME_OF_DAY.NIGHT; SetSkyTextureSet(nightTextureSet); }
/********************************************************************************* * * INTERFACE METHDOS, from TimeOfDayListener * *********************************************************************************/ public void SetSunset() { Debug.Log("AnimateSky.SetSunset()"); if(animationEnabled) { StopSunsetAnimationIfNeeded(); timeOfDay = GameTime.TIME_OF_DAY.SUNSET; sunsetScreen=0; Invoke("NextSunsetStep", sunsetSpeed); } else { //Debug.Log("-- QualityFactor below Good, skipping sunset animation"); SetNight(); } }
public void SetDay() { Debug.Log("AnimateSky.SetDay()"); StopSunsetAnimationIfNeeded(); timeOfDay = GameTime.TIME_OF_DAY.DAY; SetSkyTextureSet(dayTexureSet); }
public void SetDay() { Debug.Log("AnimateWater.SetDay()"); StopSunsetAnimationIfNeeded(); timeOfDay = GameTime.TIME_OF_DAY.DAY; SetTexture(dayTexture); }
/********************************************************************************* * * OVERLOADED METHDOS, from MonoBehaviour * *********************************************************************************/ // Use this for initialization void Start() { Init(); // registering to receice changes in QualitySetting in animation menu LocationAnimQuality.RegisterListener(this); // get the initial value and enable or disable Behaviour based on it enabled = LocationAnimQuality.Enabled(); animationEnabled = enabled; timeOfDay = GameTime.GetTimeOfDay(); switch(timeOfDay) { case GameTime.TIME_OF_DAY.DAY: SetTexture(dayTexture); break; case GameTime.TIME_OF_DAY.NIGHT: SetTexture(nightTexture); break; } GameTime.RegisterTimeOfDayListener(this); }
/********************************************************************************* * * PRIVATE METHDOS * *********************************************************************************/ private void NextSunsetStep() { //Debug.Log("AnimateWater.NextSunsetStep(): sunsetScreen=" + sunsetScreen); if(waterSunsetTextures.Length > sunsetScreen) { SetTexture(waterSunsetTextures[sunsetScreen++]); Invoke("NextSunsetStep", sunsetSpeed); } else { //Debug.Log("AnimateSky.NextSunsetStep() ready. It is night"); timeOfDay = GameTime.TIME_OF_DAY.NIGHT; SetTexture(nightTexture); } }
/********************************************************************************* * * INTERFACE METHDOS, from TimeOfDayListener * *********************************************************************************/ public void SetSunset() { Debug.Log("AnimateWater.SetSunset()"); if(animationEnabled) { StopSunsetAnimationIfNeeded(); timeOfDay = GameTime.TIME_OF_DAY.SUNSET; sunsetScreen=0; Invoke("NextSunsetStep", sunsetSpeed); } else { SetNight(); } }