private void SwitchDayState() { if (dayState == DayState.day) { dayState = DayState.night; GetComponent <AudioSource> ().PlayOneShot(sounds[1]); if (camera != null) { camera.GetComponent <LFBgSound>().Night(); } } else { dayState = DayState.day; GetComponent <AudioSource> ().PlayOneShot(sounds[0]); if (camera != null) { camera.GetComponent <LFBgSound>().Day(); } } UpdateDayState(); }
// Update is called once per frame void Update() { if (active) { if (currentState == DayState.NOTHING) { if (currentCall == numberOfCalls) { //day is finished active = false; } else { current = this.transform.GetChild(currentCall).GetComponent <Call>(); current.active = true; currentState = DayState.CALLING; } } if (currentState == DayState.CALLING && !current.active) { currentState = DayState.NOTHING; currentCall++; } } }
private void InitDayCicle() { int initialDayState = Random.Range(0, 4); switch (initialDayState) { case (int)DayState.Day: dayState = DayState.Day; bgDay.color = opaque; break; case (int)DayState.Sunset: dayState = DayState.Sunset; bgSunset.color = opaque; break; case (int)DayState.Dusk: dayState = DayState.Dusk; bgDusk.color = opaque; break; case (int)DayState.Night: dayState = DayState.Night; bgNight.color = opaque; break; } }
// Check the time every specified number of seconds // then update the current day state private IEnumerator CheckTimeForSeconds(float seconds) { /* * // If it's currently raining, skip the time check * if (raining) * { * yield return null; * } * else * { * // Run a random check to see if the rain event should be triggered * // 5% chance to rain every minute * if (Mathf.Round(Random.Range(0f, 200)) == 69f) * { * StartCoroutine(RainEvent()); * yield return null; * } * } */ timeCheckFlag = false; yield return(new WaitForSecondsUnpaused(seconds)); currentHour = System.DateTime.Now.Hour; proposedState = ParseHours(currentHour); timeCheckFlag = true; changeStateFlag = true; }
private void Switch() { fr = dayStates[cur]; int tmp = cur; to = dayStates[(tmp + 1) % dayStates.Length]; foreach (var a in to.lights) { a.intensity = 0; a.enabled = true; } cur = (cur + 1) % dayStates.Length; //StartCoroutine(Bs.AddMethod(.2f, delegate //{ foreach (var a in fr.objs) { a.SetActive(false); } foreach (var a in to.objs) { a.SetActive(true); } //})); RenderSettings.fog = _ObsCamera.spec && night; }
public static void DayStateDidChange(DayState state) { if (dayState != null) { dayState(state); } }
void RunTimersInNormal() { // Count timer oneDaysTimer -= (1 * timeAccel); dayNightTimer -= (1 * timeAccel); // Swith day/night state when day/night timer is run out and reset timer if (dayNightTimer <= 0) { dayNightTimer = _FramesUntilEnd12h; if (dayState == DayState.Day) { dayState = DayState.Night; } else { dayState = DayState.Day; } } // Reset day timer and days count after a day if (oneDaysTimer <= 0) { oneDaysTimer = _FramesUntilEndDay; daysCount += (1 * timeAccel); } }
public async Task <PartialViewResult> SetDayOff(int Id) { var schedule = _ISchedulesRepository.Schedules.FirstOrDefault(p => p.id == Id); _ISchedulesRepository.EditSchedule(new Schedule { id = schedule.id, date = schedule.date, doctor_id = schedule.doctor_id, day_off = true, hour_from = schedule.hour_from, hour_to = schedule.hour_to }); var assistantRoleId = RoleManager.Roles.FirstOrDefault(x => x.Name == "Asystentka").Id; var assistantId = (from user in UserManager.Users where user.Roles.Any(r => r.RoleId == assistantRoleId) select user) .FirstOrDefault().Id; string title = "Stomatolog " + schedule.Doctor.first_name + " " + schedule.Doctor.last_name + " wziął dzień wolny."; string body = "Proszę poinformować pacjentów o zmianie planów, którzy dnia " + schedule.date.ToShortDateString() + "mieli umówione wizyty."; await UserManager.SendEmailAsync(assistantId, title, body); TempData["Success"] = "Dzień " + schedule.date.ToShortDateString() + " jest wolny."; var model = new DayState { DayOff = null }; return(PartialView("_ScheduleEditButtons", model)); }
private void ChangeDayState(DayState state) { switch (state) { case DayState.MORNING: houseAmbiantLight.intensity = 15f; mySpriteRenderer.sprite = morningSprite; changeStateFlag = false; break; case DayState.DAY: houseAmbiantLight.intensity = 25f; mySpriteRenderer.sprite = daySprite; changeStateFlag = false; break; case DayState.NOON: houseAmbiantLight.intensity = 15f; mySpriteRenderer.sprite = noonSprite; changeStateFlag = false; break; case DayState.NIGHT: houseAmbiantLight.intensity = 5f; mySpriteRenderer.sprite = nightSprite; changeStateFlag = false; break; } }
// Use this for initialization void Start() { startPosition = transform.position; currentState = DayState.Day; StartCoroutine(DayNightCycle()); }
public void DoClock(Context context, int hour) { if (9 <= hour && hour < 17) { context.ChangeState(DayState.GetInstance()); } }
public void NextState() { State = State + 1; if (State > DayState.Good) { State = DayState.NotSet; } }
public void ChangeDayStateNight() { dayColor = lights.color; delta.x = (night.r - dayColor.r); delta.y = (night.g - dayColor.g); delta.z = (night.b - dayColor.b); counter = 0; currentTime = 0; day = DayState.Night; }
// Adjust the house according to the hour of day private void Start() { try { mySpriteRenderer = GetComponent <SpriteRenderer> (); currentHour = System.DateTime.Now.Hour; currentState = ParseHours(currentHour); ChangeDayState(currentState); } catch { } }
private DayState proposedState; // Used to compare & see if we're transitioning to a new state // Adjust the sprites of the menu items according to the hour of day private void Start() { // Try to find the sprite renderers of the logo & sky sprites try { currentHour = System.DateTime.Now.Hour; currentState = ParseHours(currentHour); ChangeDayState(currentState); } catch { } }
public void ChangeDayStateAfternoon() { dayColor = lights.color; delta.x = (afternoon.r - dayColor.r); delta.y = (afternoon.g - dayColor.g); delta.z = (afternoon.b - dayColor.b); counter = 0; currentTime = 0; day = DayState.Afternoon; }
public void ChangeDayStateMorning() { dayColor = lights.color; delta.x = (morning.r - dayColor.r); delta.y = (morning.g - dayColor.g); delta.z = (morning.b - dayColor.b); counter = 0; currentTime = 0; day = DayState.Morning; }
public PartialViewResult ActivateScheduleEditButtons(int Id) { bool isDayOff = _ISchedulesRepository.Schedules.FirstOrDefault(p => p.id == Id).day_off; var model = new DayState { DayOff = isDayOff }; return(PartialView("_ScheduleEditButtons", model)); }
private const float _FramesUntilEndDay = 86400 * 60; // Count down second to end a day = 24h // Start is called before the first frame update void Start() { // Todo Load start time in save file // If new game, game start at 12h at noon if (dayNightTimer == 0 && daysCount == 0 && oneDaysTimer == 0) { dayState = DayState.Day; dayNightTimer = _FramesUntilEnd12h; oneDaysTimer = _FramesUntilEnd12h; } }
void Start() { if (this.transform.eulerAngles.x < 90f) { _DayState = DayState.PrepareDay; } if (this.transform.eulerAngles.x > 200f && this.transform.eulerAngles.x < 350f) { _DayState = DayState.PrepareNight; } }
// Check the time every specified number of seconds // then update the current day state private IEnumerator CheckTimeForSeconds(float seconds) { timeCheckFlag = false; yield return(new WaitForSecondsUnpaused(seconds)); currentHour = System.DateTime.Now.Hour; proposedState = ParseHours(currentHour); timeCheckFlag = true; changeStateFlag = true; }
public void Update() { if (Input.GetKeyDown(KeyCode.G)) CreateGraves(); if (cur == 1 || Input.GetKeyDown(KeyCode.L)) { if (Input.GetKeyDown(KeyCode.L) || Time.time - nextLightning > 0) { if (nextLightning != 0) StartCoroutine(Lighning()); nextLightning = Time.time + Random.Range(5, 60); } } if (Input.GetKeyDown(KeyCode.C)) Switch(); if (fr != null) { bool progress = false; for (int i = 0; i < fr.lights.Count; i++) { fr.lights[i].intensity = Mathf.Lerp(fr.lights[i].intensity, 0, Time.deltaTime * 3); if (fr.lights[i].intensity < .01) fr.lights[i].intensity = 0; else progress = true; } if (!progress) { foreach (var a in fr.lights) a.enabled = false; fr = null; } } if (to != null) { bool progress = false; for (int i = 0; i < to.lights.Count; i++) { to.lights[i].intensity = Mathf.Lerp(to.lights[i].intensity, to.lightdefs[i], Time.deltaTime * 3); if (to.lightdefs[i] - to.lights[i].intensity < .1f) to.lights[i].intensity = to.lightdefs[i]; else progress = true; } if (!progress) to = null; } }
IEnumerator DoSunrise() { float timeElapsed = 0f; while (timeElapsed < 1) { transform.position = Vector3.Lerp(targetPosition, startPosition, timeElapsed); timeElapsed += Time.deltaTime * .05f; yield return(new WaitForEndOfFrame()); } transform.position = startPosition; currentState = DayState.Day; }
void Update() { if (Application.loadedLevel != 0) { if (dayCicleCount < 30) { dayCicleCount++; return; } dayCicleCount = 0; if (dayState == DayState.Day) { bgDay.color -= alphaOffset; bgSunset.color += alphaOffset; if (bgSunset.color.a >= 1) { dayState = DayState.Sunset; } } else if (dayState == DayState.Sunset) { bgSunset.color -= alphaOffset; bgDusk.color += alphaOffset; if (bgDusk.color.a >= 1) { dayState = DayState.Dusk; } } else if (dayState == DayState.Dusk) { bgDusk.color -= alphaOffset; bgNight.color += alphaOffset; if (bgNight.color.a >= 1) { dayState = DayState.Night; } } else if (dayState == DayState.Night) { bgNight.color -= alphaOffset; bgDay.color += alphaOffset; if (bgDay.color.a >= 1) { dayState = DayState.Day; } } } }
// Use this for initialization void Start() { dayState = (DayState)Random.Range(0, 2); typeDay = (TypeDay)Random.Range(0, 2); //maxCapacity = new List<int> (); //locations = new List<List<GameObject>> (); Debug.Log(dayState); Debug.Log(typeDay); switch (dayState) { case DayState.Clear: multiplyFactor = 1.2f; break; case DayState.Rain: multiplyFactor = .5f; break; } switch (typeDay) { case TypeDay.Standard: standardSpawns = new int[2] { 8, 10 }; break; case TypeDay.Fishing: standardSpawns = new int[2] { 10, 12 }; break; } for (int i = 0; i < standardSpawns.Length; ++i) { standardSpawns [i] = Mathf.RoundToInt(standardSpawns [i] * multiplyFactor); Debug.Log(standardSpawns [i]); } setLists(); //aiList = new List<GameObject> (); spawnUnits(); }
IEnumerator DayNightCycle() { yield return(new WaitForSeconds(30f)); if (currentState == DayState.Day) { StartCoroutine(DoSunset()); currentState = DayState.Sunset; } else if (currentState == DayState.Night) { StartCoroutine(DoSunrise()); currentState = DayState.Sunrise; } StartCoroutine(DayNightCycle()); }
private void ChangeDayState(DayState state) { // First, disable all the sprite renderers for each dynamic object on the screen SpriteRenderer[] all_dyn_sprites = GameObject.Find("dynamic_sprites").GetComponentsInChildren <SpriteRenderer> (); for (int i = 0; i < all_dyn_sprites.Length; i++) { all_dyn_sprites [i].enabled = false; } // Then, enable them according to state switch (state) { case DayState.MORNING: skyImage.sprite = morningSprite; changeStateFlag = false; break; case DayState.DAY: all_dyn_sprites = GameObject.FindGameObjectWithTag("DaySprites").GetComponentsInChildren <SpriteRenderer> (); for (int i = 0; i < all_dyn_sprites.Length; i++) { all_dyn_sprites [i].enabled = true; } skyImage.sprite = daySprite; changeStateFlag = false; break; case DayState.NOON: skyImage.sprite = noonSprite; changeStateFlag = false; break; case DayState.NIGHT: all_dyn_sprites = GameObject.FindGameObjectWithTag("NightSprites").GetComponentsInChildren <SpriteRenderer> (); for (int i = 0; i < all_dyn_sprites.Length; i++) { all_dyn_sprites [i].enabled = true; } skyImage.sprite = nightSprite; changeStateFlag = false; break; } }
private void Update() { // See if it's time to update the time again if (timeCheckFlag) { StartCoroutine(CheckTimeForSeconds(secsUntilTimecheck)); } // If the new, upcoming state is different, then transition to the new one if (changeStateFlag) { if (proposedState != currentState) { currentState = proposedState; ChangeDayState(currentState); } } }
private void SetState(DayState state, string stateString) { currentStateString = stateString; currentState = state; stateTimer = 0; fadeTimer = 0; onDayStateChangeCallback?.Invoke(); if (inDungeon) { return; } if (state == DayState.Dawn && !LevelManager.instance.playerDead) { AudioManager.current.CrossFadeMusicClips(dayMusic); } else if (state == DayState.Dusk && !LevelManager.instance.playerDead) { AudioManager.current.CrossFadeMusicClips(nightMusic); } }
void StartTimersInFirstDay() { oneDaysTimer -= (1 * timeAccel); // When over 18h in game if (oneDaysTimer <= _FramesUntilEnd12h / 2) { // Switch on night state at 18h if (dayState == DayState.Day) { dayState = DayState.Night; } // Start the day/night timer at 18h dayNightTimer -= (1 * timeAccel); } // When 24 night in game if (oneDaysTimer <= 0) { daysCount = 1; oneDaysTimer = _FramesUntilEndDay; } }
public ActionResult CurrentSchedule() { var schedules = GetSchedules(CurrentUserInfo.id); var dayState = new DayState { DayOff = null }; var hours = new HoursAtWork { ScheduleID = 0, HourFrom = 8, HourTo = 16, HoursFrom = GetHoursFrom(), HoursTo = GetHoursTo() }; var model = new CurrentScheduleViewModel { Schedules = schedules, DayState = dayState, HoursAtWork = hours }; return(View(model)); }
public Day(DateTime date, DayState state) { Date = date; State = state; }
public AbstractState checkSight() { List<survivorAI> characters = FindsurvivorAIsInSight (); if (characters.Count == 0){ //Debug.Log("do Search running!" + (Time.fixedTime - startSearch) ); //RunState run = new RunState(); //run.Parent = this; //run.survivorAI = this.survivorAI; //return run; //We have nothing to do, our next state is out current states Mover2 m = survivorAI.GetComponent<Mover2> (); if(m.found == true || (Time.fixedTime - startSearch) > 5.0f) { DayState run = new DayState(survivorAI); return run; } return this; } //We have to deal with the character that is getting close to the searcher float random = Random.value; if (random >= 0f && random <= 0.6f) { TalkState talk = new TalkState(survivorAI); talk.Parent = this; talk.Enemy = characters.First (); return talk; } else if(random >= 0.6f && random <= 0.8f) { FightState fight = new FightState(survivorAI); fight.Parent = this; fight.Enemy = characters.First(); return fight; } else { RunState run = new RunState(survivorAI); run.Parent = this; run.Enemy = characters.First(); return run; } }
public DayTapped(DateTime dateTime, IEnumerable <ICalendarViewEvent> events, DayState state) { DateTime = dateTime; Events = events; State = state; }
private void Switch() { fr = dayStates[cur]; int tmp = cur; to = dayStates[(tmp + 1)%dayStates.Length]; foreach (var a in to.lights) { a.intensity = 0; a.enabled = true; } cur = (cur + 1)%dayStates.Length; //StartCoroutine(Bs.AddMethod(.2f, delegate //{ foreach (var a in fr.objs) a.SetActive(false); foreach (var a in to.objs) a.SetActive(true); //})); RenderSettings.fog = _ObsCamera.spec && night; }