void LightColorControl(Daytimecontrol time) { if (time.gametime > dawntime && time.gametime < dawnend) { l.color = Color.Lerp(dayColor, dawnColor, (time.gametime - dawntime) / (dawnend - dawntime)); RenderSettings.reflectionIntensity = Mathf.Lerp(reflectday, reflectnight, (time.gametime - dawntime) / (dawnend - dawntime)); Camera.main.GetComponent<SunShafts>().sunColor = l.color; } }
void AmbientControl(Daytimecontrol time) { if (time.gametime > dawntime && time.gametime < dawnend) RenderSettings.ambientLight= Color.Lerp(dayColor, dawnColor, (time.gametime - dawntime) / (dawnend - dawntime)); if (time.gametime > dawntime && time.gametime < nighttime) { RenderSettings.ambientIntensity = Mathf.Lerp(ambienIday, ambienInight, (time.gametime - dawntime) / (nighttime - dawntime)); } if (time.gametime > dawnend && time.gametime < nighttime) { RenderSettings.fogDensity = Mathf.Lerp(fogday, fognight, (time.gametime - dawnend) / (nighttime - dawnend)); RenderSettings.fogDensity -= RenderSettings.fogDensity * fogreduction; } }
// Use this for initialization void Start () { day = GetComponent<Daytimecontrol> (); }
// Use this for initialization void Start () { timeControl = this; gametime = startoffset; }