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using UnityEngine;
namespace BoatAttack
{
/// <summary>
/// Simple day/night system
/// </summary>
[ExecuteInEditMode]
public class DayNightController : MonoBehaviour
{
private static DayNightController _instance;
[Range(0, 1)]
public float time = 0.5f; // the global 'time'
private readonly float[] _presets = { 0.27f, 0.35f, 0.45f, 0.55f, 0.65f, 0.73f };
private int _currentPreset;
private const string PresetKey = "BoatAttack.DayNight.TimePreset";
public bool autoIcrement;
public float speed = 1f;
public static float GlobalTime;
[Header("Skybox Settings")]
// Skybox
public Material _skybox; // skybox reference
public Gradient _skyboxColour; // skybox tint over time
public Transform clouds;
[Range(-180, 180)]
public float cloudOffset = 0f;
public ReflectionProbe[] reflections;
// Sunlight
[Header("Sun Settings")]
public Light _sun; // sun light
public Gradient _sunColour; // sun light colour over time
[Range(0, 360)]
public float _northHeading = 136; // north
[Range(0, 90)] public float _tilt = 60f;
//Ambient light
[Header("Ambient Lighting")]
public Gradient _ambientColour; // ambient light colour (not used in LWRP correctly) over time
// Fog
[Header("Fog Settings")][GradientUsage(true)]
public Gradient _fogColour; // fog colour over time
// vars
private float _prevTime; // previous time
void Awake()
{
_instance = this;
_currentPreset = 2;
SetTimeOfDay(_presets[_currentPreset], true);
_prevTime = time;
}
// Update is called once per frame
void Update()
{
if (autoIcrement)
{
var t = Mathf.PingPong(Time.time * speed, 1);
time = t * 0.5f + 0.25f;
}
if (time != _prevTime) // if time has changed
{
SetTimeOfDay(time);
}
}
/// <summary>
/// Sets the time of day
/// </summary>
/// <param name="time">Time in linear 0-1</param>
public void SetTimeOfDay(float time, bool reflectionUpdate = false)
{
//Debug.Log($"Setting time of day to:{time}, updating reflectionprobes:{reflectionUpdate.ToString()}");
this.time = time;
_prevTime = time;
if (reflectionUpdate && _instance.reflections?.Length > 0)
{
foreach (var probe in _instance.reflections)
{
probe.RenderProbe();
}
}
GlobalTime = this.time;
// do update
if (_sun)
{
// update sun
_sun.transform.forward = Vector3.down;
_sun.transform.rotation *= Quaternion.AngleAxis(_northHeading, Vector3.forward); // north facing
_sun.transform.rotation *= Quaternion.AngleAxis(_tilt, Vector3.up);
_sun.transform.rotation *= Quaternion.AngleAxis((this.time * 360f) - 180f, Vector3.right); // time of day
_sun.color = _sunColour.Evaluate(TimeToGradient(this.time));
}
if (_skybox)
{
// update skybox
_skybox.SetFloat("_Rotation", 85 + ((this.time - 0.5f) * 20f)); // rotate slightly for cheap moving cloud eefect
_skybox.SetColor("_Tint", _skyboxColour.Evaluate(TimeToGradient(this.time)));
}
if (clouds)
{
clouds.eulerAngles = new Vector3(0f, this.time * 22.5f + cloudOffset, 0f);
}
Shader.SetGlobalFloat("_NightFade", Mathf.Clamp01(Mathf.Abs(this.time * 2f - 1f) * 3f - 1f));
RenderSettings.fogColor = _fogColour.Evaluate(TimeToGradient(this.time)); // update fog colour
RenderSettings.ambientSkyColor = _ambientColour.Evaluate(TimeToGradient(this.time)); // update ambient light colour
}
float TimeToGradient(float time)
{
return Mathf.Abs(time * 2f - 1f);
}
public static void SelectPreset(float input)
{
_instance._currentPreset += Mathf.RoundToInt(input);
_instance._currentPreset = (int)Mathf.Repeat(_instance._currentPreset, _instance._presets.Length);
PlayerPrefs.SetInt(PresetKey, _instance._currentPreset);
_instance.SetTimeOfDay(_instance._presets[_instance._currentPreset], true);
}
}
}