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authorchai <215380520@qq.com>2023-11-02 11:51:31 +0800
committerchai <215380520@qq.com>2023-11-02 11:51:31 +0800
commit7f493f682503f5186308de7b8f74b5b49233cfe4 (patch)
tree8a91e2056bc79788ee4735dce88b8d516ba12beb /GameCode/DaytimeSensitiveLight.cs
+init
Diffstat (limited to 'GameCode/DaytimeSensitiveLight.cs')
-rw-r--r--GameCode/DaytimeSensitiveLight.cs83
1 files changed, 83 insertions, 0 deletions
diff --git a/GameCode/DaytimeSensitiveLight.cs b/GameCode/DaytimeSensitiveLight.cs
new file mode 100644
index 0000000..da571d3
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+++ b/GameCode/DaytimeSensitiveLight.cs
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+using System.Collections;
+using UnityEngine;
+
+[RequireComponent(typeof(Light))]
+public class DaytimeSensitiveLight : MonoBehaviour, DayNightCycle.IDaytimeSensitive
+{
+ [SerializeField]
+ private Color dayColor = Color.white;
+
+ [SerializeField]
+ private Color sunsetColor;
+
+ [SerializeField]
+ private Color nightColor;
+
+ [SerializeField]
+ private float dayToSunsetDuration = 2f;
+
+ [SerializeField]
+ private float sunsetToNightDuration = 2f;
+
+ private Light targetLight;
+
+ private void Start()
+ {
+ targetLight = GetComponent<Light>();
+ DayNightCycle.Instance.RegisterDaytimeSensitiveObject(this);
+ }
+
+ public void OnDawn_AfterSunrise()
+ {
+ }
+
+ public void OnDusk()
+ {
+ StopAllCoroutines();
+ StartCoroutine(ToNight());
+ }
+
+ public void OnDawn_BeforeSunrise()
+ {
+ StopAllCoroutines();
+ StartCoroutine(ToDay());
+ }
+
+ private IEnumerator ToDay()
+ {
+ float timer2 = 0f;
+ while (timer2 <= sunsetToNightDuration)
+ {
+ timer2 += Time.deltaTime;
+ targetLight.color = Color.Lerp(nightColor, sunsetColor, timer2 / sunsetToNightDuration);
+ yield return null;
+ }
+ timer2 = 0f;
+ while (timer2 <= dayToSunsetDuration)
+ {
+ timer2 += Time.deltaTime;
+ targetLight.color = Color.Lerp(sunsetColor, dayColor, timer2 / dayToSunsetDuration);
+ yield return null;
+ }
+ targetLight.color = dayColor;
+ }
+
+ private IEnumerator ToNight()
+ {
+ float timer2 = 0f;
+ while (timer2 <= dayToSunsetDuration)
+ {
+ timer2 += Time.deltaTime;
+ targetLight.color = Color.Lerp(dayColor, sunsetColor, timer2 / dayToSunsetDuration);
+ yield return null;
+ }
+ timer2 = 0f;
+ while (timer2 <= sunsetToNightDuration)
+ {
+ timer2 += Time.deltaTime;
+ targetLight.color = Color.Lerp(dayColor, nightColor, timer2 / sunsetToNightDuration);
+ yield return null;
+ }
+ targetLight.color = nightColor;
+ }
+}