summaryrefslogtreecommitdiff
path: root/Thronefall_v1.0/Decompile/DaytimeSensitiveLight.cs
blob: da571d3ecbb3efede375964e4fc6d9aaf59fa892 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
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;
	}
}