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using System.Collections;
using UnityEngine;
[RequireComponent(typeof(Light))]
public class TimesensitiveLight : MonoBehaviour, DayNightCycle.IDaytimeSensitive
{
public float dayIntensity = 1f;
public float nightIntensity;
public float blendTime = 3f;
private Light target;
public void OnDawn_AfterSunrise()
{
}
public void OnDawn_BeforeSunrise()
{
StopAllCoroutines();
StartCoroutine(BlendToDay(blendTime));
}
public void OnDusk()
{
StopAllCoroutines();
StartCoroutine(BlendToNight(blendTime));
}
private void Start()
{
target = GetComponent<Light>();
DayNightCycle.Instance.RegisterDaytimeSensitiveObject(this);
if (DayNightCycle.Instance.CurrentTimestate == DayNightCycle.Timestate.Day)
{
StartCoroutine(BlendToDay(0f));
}
else
{
StartCoroutine(BlendToNight(0f));
}
}
private IEnumerator BlendToNight(float duration)
{
float timer = 0f;
while (timer <= duration)
{
timer += Time.deltaTime;
target.intensity = Mathf.Lerp(dayIntensity, nightIntensity, Mathf.InverseLerp(0f, duration, timer));
yield return null;
}
target.intensity = nightIntensity;
}
private IEnumerator BlendToDay(float duration)
{
float timer = 0f;
while (timer <= duration)
{
timer += Time.deltaTime;
target.intensity = Mathf.Lerp(nightIntensity, dayIntensity, Mathf.InverseLerp(0f, duration, timer));
yield return null;
}
target.intensity = dayIntensity;
}
}
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