add time manager and day/night cycle

This commit is contained in:
2026-03-16 19:04:07 -05:00
parent d099a1a5a6
commit 87527b70f7
9 changed files with 334 additions and 0 deletions
+167
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+2
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@@ -10,6 +10,7 @@ public class GameManager : MonoBehaviour
{
public static GameManager Instance { get; private set; }
public DialogueManager DialogueManager { get; private set; }
public TimeManager TimeManager { get; private set; }
public Inventory Inventory { get; private set; }
public Storybools Storybools { get; private set; }
@@ -50,6 +51,7 @@ private void ReloadReferences()
Instance.DialogueManager.ReloadReferences();
Instance.Inventory = GetComponent<Inventory>();
Instance.TimeManager = GetComponent<TimeManager>();
}
/// <summary>
+3
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@@ -12,6 +12,7 @@ public struct SaveData
public QuestSaveData QuestData;
public StoryboolSaveData StoryboolData;
public InventorySaveData InventorySaveData;
public TimeSaveData TimeSaveData;
}
public static string SaveFileName()
@@ -43,6 +44,7 @@ private static void HandleSaveData()
{
GameManager.Instance.SaveStoryBools(ref _saveData.StoryboolData);
GameManager.Instance.Inventory.SaveInventory(ref _saveData.InventorySaveData);
GameManager.Instance.TimeManager.SaveTime(ref _saveData.TimeSaveData);
QuestRegistry.Instance.SaveQuestData(ref _saveData.QuestData);
}
@@ -81,6 +83,7 @@ public static void HandleLoadData()
{
GameManager.Instance.LoadStoryBools(_saveData.StoryboolData);
GameManager.Instance.Inventory.LoadInventory(_saveData.InventorySaveData);
GameManager.Instance.TimeManager.LoadTime(_saveData.TimeSaveData);
QuestRegistry.Instance.LoadQuestData(_saveData.QuestData);
}
}
+105
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@@ -0,0 +1,105 @@
using TMPro;
using UnityEngine;
public class TimeManager : MonoBehaviour
{
private const int HOURS_PER_DAY = 24;
private const int MINUTES_PER_HOUR = 60;
public const int SECONDS_PER_MINUTE = 2;
private int currentHour = 12;
private int currentMinute = 0;
private float currentSecond = 0;
// Update is called once per frame
void Update()
{
StepTime();
}
private void StepTime()
{
currentSecond += Time.deltaTime;
if (currentSecond > SECONDS_PER_MINUTE)
{
currentSecond = 0;
currentMinute += 1;
}
if (currentMinute > MINUTES_PER_HOUR - 1)
{
currentMinute = 0;
currentHour += 1;
}
if (currentHour > (HOURS_PER_DAY - 1))
{
currentHour = 0;
}
}
/// <summary>
/// Get the current second within the current minute
/// </summary>
/// <returns>Current second within the current minute</returns>
public float GetCurrentSecond()
{
return currentSecond;
}
/// <summary>
/// Get the current minute within the current hour
/// </summary>
/// <returns>Current minute within the current hour</returns>
public int GetCurrentMinute()
{
return currentMinute;
}
/// <summary>
/// Get the current hour within the current day
/// </summary>
/// <returns>Current hour within the current day</returns>
public int GetCurrentHour()
{
return currentHour;
}
/// <summary>
/// Gets a formatted time string
/// </summary>
/// <returns>Returns a formatted string with the hour, minute, and second</returns>
public string GetTimeString()
{
string formattedHour = currentHour.ToString("00");
string formattedMinute = currentMinute.ToString("00");
string formattedSecond = currentSecond.ToString("00.00");
return $"{formattedHour}:{formattedMinute}:{formattedSecond}";
}
#region Time Save/Load
public void SaveTime(ref TimeSaveData data)
{
data.hour = currentHour;
data.minute = currentMinute;
data.second = currentSecond;
}
public void LoadTime(TimeSaveData data)
{
currentHour = data.hour;
currentMinute = data.minute;
currentSecond = data.second;
}
#endregion
}
[System.Serializable]
public struct TimeSaveData
{
public int hour;
public int minute;
public float second;
}
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+6
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@@ -47,6 +47,12 @@ void Update()
{
cameraController.RotateCam();
}
// TODO: Add actual save feature later, this is just for test
if (Input.GetKeyDown(KeyCode.I))
{
SaveSystem.Save();
}
}
ApplyGravity();
+33
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@@ -0,0 +1,33 @@
using System;
using UnityEngine;
public class SunRotation : MonoBehaviour
{
public 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);
}
}
+2
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