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134 行
4.5 KiB
134 行
4.5 KiB
using UnityEngine;
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using UnityEngine.InputSystem;
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namespace BoatAttack
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{
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/// <summary>
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/// Simple day/night system
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/// </summary>
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[ExecuteInEditMode]
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public class DayNightController : MonoBehaviour
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{
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private static DayNightController instance;
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[Range(0, 1)]
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public float _time = 0.5f; // the global 'time'
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private float[] presets = new float[] { 0.27f, 0.35f, 0.45f, 0.55f, 0.65f, 0.73f };
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private int currentPreset = 0;
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private const string presetKey = "BoatAttack.DayNight.TimePreset";
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public bool _autoIcrement;
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public float _speed = 1f;
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public static float GlobalTime;
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[Header("Skybox Settings")]
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// Skybox
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public Material _skybox; // skybox reference
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public Gradient _skyboxColour; // skybox tint over time
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public Transform clouds;
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[Range(-180, 180)]
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public float cloudOffset = 0f;
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public ReflectionProbe[] reflections;
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// Sunlight
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[Header("Sun Settings")]
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public Light _sun; // sun light
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public Gradient _sunColour; // sun light colour over time
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[Range(0, 360)]
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public float _northHeading = 136; // north
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[Range(0, 90)] public float _tilt = 60f;
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//Ambient light
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[Header("Ambient Lighting")]
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public Gradient _ambientColour; // ambient light colour (not used in LWRP correctly) over time
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// Fog
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[Header("Fog Settings")][GradientUsage(true)]
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public Gradient _fogColour; // fog colour over time
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// vars
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private float _prevTime; // previous time
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void Awake()
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{
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instance = this;
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currentPreset = PlayerPrefs.GetInt(presetKey);
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SetTimeOfDay(presets[currentPreset], true);
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_prevTime = _time;
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}
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// Update is called once per frame
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void Update()
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{
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if (_autoIcrement && Application.isPlaying)
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{
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var t = Mathf.PingPong(Time.time * _speed, 1);
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_time = t * 0.5f + 0.25f;
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}
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if (_time != _prevTime) // if time has changed
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{
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SetTimeOfDay(_time);
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}
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}
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/// <summary>
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/// Sets the time of day
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/// </summary>
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/// <param name="time">Time in linear 0-1</param>
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public void SetTimeOfDay(float time, bool reflectionUpdate = false)
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{
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Debug.Log($"Setting time of day to:{time}, updating reflectionprobes:{reflectionUpdate.ToString()}");
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_time = time;
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_prevTime = time;
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if (instance.reflections.Length > 0 && reflectionUpdate)
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{
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foreach (var probe in instance.reflections)
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{
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probe.RenderProbe();
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}
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}
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GlobalTime = _time;
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// do update
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if (_sun)
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{
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// update sun
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_sun.transform.forward = Vector3.down;
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_sun.transform.rotation *= Quaternion.AngleAxis(_northHeading, Vector3.forward); // north facing
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_sun.transform.rotation *= Quaternion.AngleAxis(_tilt, Vector3.up);
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_sun.transform.rotation *= Quaternion.AngleAxis((_time * 360f) - 180f, Vector3.right); // time of day
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_sun.color = _sunColour.Evaluate(Mathf.Clamp01(_time * 2f - 0.5f));
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}
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if (_skybox)
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{
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// update skybox
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_skybox.SetFloat("_Rotation", 85 + ((_time - 0.5f) * 20f)); // rotate slightly for cheap moving cloud eefect
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_skybox.SetColor("_Tint", _skyboxColour.Evaluate(_time));
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}
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if (clouds)
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{
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clouds.eulerAngles = new Vector3(0f, _time * 45f + cloudOffset, 0f);
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}
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Shader.SetGlobalFloat("_NightFade", Mathf.Clamp01(Mathf.Abs(_time * 2f - 1f) * 3f - 1f));
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RenderSettings.fogColor = _fogColour.Evaluate(_time); // update fog colour
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RenderSettings.ambientSkyColor = _ambientColour.Evaluate(_time); // update ambient light colour
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}
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public static void SelectPreset(float input)
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{
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instance.currentPreset += Mathf.RoundToInt(input);
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instance.currentPreset = (int)Mathf.Repeat(instance.currentPreset, instance.presets.Length);
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PlayerPrefs.SetInt(presetKey, instance.currentPreset);
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instance.SetTimeOfDay(instance.presets[instance.currentPreset], true);
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}
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}
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}
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