public void Update() { TimeManager tm = TimeManager.Instance; WorldTime time = tm.WorldTime; textComponent.text = time.ToString(); }
void OnDayTimeChanged( WorldTime.DayTimeTypes type ) { DayTimeType = WorldTime.Instance.CurrentTimeType; if( DebugPrintTransition ) Console.Instance.addGameChatMessage( type.ToString() ); // Tests from largest to least times // doing reverse order in this way is slightly faster switch( type ) { case WorldTime.DayTimeTypes.Midnight: FromSetting = Midnight; ToSetting = Dawn; break; case WorldTime.DayTimeTypes.Dawn: FromSetting = Dawn; ToSetting = Sunrise; break; case WorldTime.DayTimeTypes.Sunrise: FromSetting = Sunrise; ToSetting = Noon; break; case WorldTime.DayTimeTypes.Noon: FromSetting = Noon; ToSetting = Sunset; break; case WorldTime.DayTimeTypes.Sunset: FromSetting = Sunset; ToSetting = Twilight; break; case WorldTime.DayTimeTypes.Twilight: if( DayPercent >= WorldTime.Instance.TwilightTime ) { FromSetting = Twilight; ToSetting = MidnightWrapped; } else { FromSetting = TwilightWrapped; ToSetting = Midnight; } break; } }