void LateUpdate() { timer = GetComponent<Timer>(); bool state = HeadlightsStateByTimeOfDay(timer.TimeOfDay); if (state != headlightsState) { if (state) { FadeInHeadlights(); } else { FadeOutHeadlights(); } headlightsState = state; } if (fadingInHeadlights) { fadingHeadlightsFactor += Time.deltaTime; if (fadingHeadlightsFactor >= 1.0f) { fadingHeadlightsFactor = 1.0f; fadingInHeadlights = false; } } else if (fadingOutHeadlights) { fadingHeadlightsFactor -= Time.deltaTime; if (fadingHeadlightsFactor <= 0.0f) { fadingHeadlightsFactor = 0.0f; fadingOutHeadlights = false; RemoveAllHeadlights(); } } if (fadingInHeadlights || fadingOutHeadlights || headlightsState) { try { UpdateAllHeadlights(); } catch (Exception ex) { Log.Error("Exception: " + ex.Message); } } }
void Awake() { name = "debug:ToggleUI:Daybreak debug"; timer = GetComponent<Timer>(); }
void Update() { if (timer == null) { timer = GetComponent<Timer>(); } if (light == null) { var lights = FindObjectsOfType<Light>(); foreach (var _light in lights) { if (_light.type == LightType.Directional) { light = _light; break; } } } if (renderProperties == null) { renderProperties = FindObjectOfType<RenderProperties>(); } RenderSettings.ambientMode = AmbientMode.Flat; RenderSettings.ambientIntensity = GlobalAmbientIntensity; RenderSettings.ambientGroundColor = GetAmbientColorByTimeOfDay(timer.TimeOfDay, timer.T); RenderSettings.ambientLight = Color.black; RenderSettings.ambientSkyColor = GetAmbientColorByTimeOfDay(timer.TimeOfDay, timer.T); RenderSettings.customReflection = null; renderProperties.m_ambientLight = RenderSettings.ambientSkyColor; renderProperties.m_fogColor = GetFogColorByTimeOfDay(timer.TimeOfDay, timer.T); renderProperties.m_volumeFogColor = GetFogColorByTimeOfDay(timer.TimeOfDay, timer.T); // renderProperties.m_pollutionFogColor = GetFogColorByTimeOfDay(timer.TimeOfDay, timer.T); light.color = GetSunColorByTimeOfDay(timer.TimeOfDay, timer.T); renderProperties.m_inscatteringColor = light.color; light.intensity = GlobalSunIntensity; var sunDirection = GetSunDirectionByTimeOfDay(timer.TimeOfDay, timer.T); light.transform.rotation = Quaternion.LookRotation(sunDirection, Vector3.up); }
void LateUpdate() { timer = timer ?? FindObjectOfType<Timer>(); if (timer == null) { return; } bool state = BuildingLightsStateByTimeOfDay(timer.TimeOfDay); if (state != buildingLightsState) { if (state) { FadeInBuildingLights(); } else { FadeOutBuildingLights(); } buildingLightsState = state; } if (fadingInBuildingLights) { fadingBuildingLightsFactor += Time.deltaTime; if (fadingBuildingLightsFactor >= 1.0f) { fadingBuildingLightsFactor = 1.0f; fadingInBuildingLights = false; } } else if (fadingOutBuildingLights) { fadingBuildingLightsFactor -= Time.deltaTime; if (fadingBuildingLightsFactor <= 0.0f) { fadingBuildingLightsFactor = 0.0f; fadingOutBuildingLights = false; } } if (!buildingLightsState && !fadingInBuildingLights && !fadingOutBuildingLights) { return; } RenderBuildingsToTexture(rt, buildingWindowsReplacement); }