add time based street light, fix directional room entrance

This commit is contained in:
2026-03-17 23:12:13 -05:00
parent 87527b70f7
commit 069cfdd953
7 changed files with 51 additions and 12 deletions
+1
View File
@@ -7,6 +7,7 @@ public class TimeManager : MonoBehaviour
private const int MINUTES_PER_HOUR = 60;
public const int SECONDS_PER_MINUTE = 2;
[SerializeField]
private int currentHour = 12;
private int currentMinute = 0;
private float currentSecond = 0;
-10
View File
@@ -123,16 +123,6 @@ public void WalkInDirection(Vector3 direction)
{
Vector3 forwardDir = direction;
forwardDir.y = 0; // don't move on the y axis
if (cameraController != null)
{
// re-matrix the rotation direction so movement is consistent no matter what
// the camera rotation is
Matrix4x4 matrix = Matrix4x4.Rotate(Quaternion.Euler(0, cameraController.playerCamHome.rotation.eulerAngles.y, 0));
forwardDir = matrix.MultiplyPoint3x4(forwardDir);
}
forwardDir *= walkSpeed;
characterController.Move(forwardDir * Time.deltaTime);
@@ -0,0 +1,33 @@
using System;
using UnityEngine;
public class SunRotation : MonoBehaviour
{
Light directionalLight;
public float offset = 270f; // Adjust for sunrise/sunset timing
void Start()
{
directionalLight = GetComponent<Light>();
}
void Update()
{
DateTime dateTime = new DateTime(
DateTime.Today.Year,
DateTime.Today.Month,
DateTime.Today.Day,
GameManager.Instance.TimeManager.GetCurrentHour(),
GameManager.Instance.TimeManager.GetCurrentMinute(), 0);
// Get current time and convert to a fraction of a day (0 to 1)
float timeOfDay = (float)dateTime.TimeOfDay.TotalDays;
float sunRotation = timeOfDay * 360f + offset;
transform.localRotation = Quaternion.Lerp(transform.localRotation, Quaternion.Euler(sunRotation, 0, 0), 10);
// adjust light intensity based on sun height
float sunElevation = Mathf.Sin(sunRotation * Mathf.Deg2Rad);
directionalLight.intensity = Mathf.Max(0, sunElevation);
}
}
@@ -0,0 +1,2 @@
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