b8ab71969a
Finished lockpicking. tied it to the Attributes system. when you pick a lock you gain dexterity, the higher your dexterity, the easier it is to pick locks.
144 lines
3.6 KiB
C#
144 lines
3.6 KiB
C#
using UnityEngine;
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using RPGCreationKit;
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using RPGCreationKit.SaveSystem;
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namespace RPGCreationKit
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{
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[ExecuteAlways]
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public class SunLightManager : MonoBehaviour
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{
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public static SunLightManager instance;
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private bool Loaded = false;
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private float TimeTrigger = 0f;
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[Header("References")]
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[SerializeField] private Light DirectionalLight;
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[SerializeField] public SunLightPreset Preset;
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[SerializeField] private Transform StarsSky;
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[SerializeField] private Transform Player;
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[Header("Time")]
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[SerializeField] public int Year = 0;
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[SerializeField] public int Month = 1;
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[SerializeField] public int Day = 1;
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[SerializeField, Range(0, 24)] public float TimeOfDay;
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private Material StarsMat;
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public bool IsInterior = false;
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void Start() {
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StarsMat = null;
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StarsMat = StarsSky.GetComponent<ParticleSystem>().GetComponent<Renderer>().sharedMaterial;
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Year = SaveSystemManager.instance.saveFile.Environment.Year;
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Month = SaveSystemManager.instance.saveFile.Environment.Month;
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Day = SaveSystemManager.instance.saveFile.Environment.Day;
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TimeOfDay = SaveSystemManager.instance.saveFile.Environment.TimeOfDay;
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Loaded = true;
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}
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// Update is called once per frame
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void Update() {
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if (TimeTrigger > TimeOfDay) { // Should only trigger once a day.
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Day += 1;
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}
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TimeTrigger = TimeOfDay;
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if (Day > 28) {
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Day = 1;
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Month += 1;
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}
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if (Month > 13) {
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Month = 1;
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Year += 1;
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}
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if (Loaded == false) {
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return;
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}
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if (Preset == null) {
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return;
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}
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if (Application.isPlaying) {
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TimeOfDay += (Time.deltaTime / 180f);
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TimeOfDay %= 24;
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if (IsInterior == false) {
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// Setting the Sun
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if (DirectionalLight.gameObject.activeSelf == true) {
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if (RenderSettings.sun != DirectionalLight) {
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RenderSettings.sun = DirectionalLight;
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}
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}
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// Setting the Sun
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Color DirectionalTempColor = Preset.DirectionalColor.Evaluate(TimeOfDay / 24f);
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DirectionalLight.color = DirectionalTempColor;
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RenderSettings.skybox.SetFloat("_Exposure", (DirectionalTempColor.a * 5));
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}
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}
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UpdateLighting(TimeOfDay / 24f);
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}
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private void UpdateLighting(float TimePercent) {
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RenderSettings.ambientLight = Preset.AmbientColor.Evaluate(TimePercent);
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// Fog
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Color FogTempColor = Preset.FogColor.Evaluate(TimePercent);
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RenderSettings.fogColor = FogTempColor;
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RenderSettings.fogDensity = ((FogTempColor.a / 10) * 2);
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// Setting the stars
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StarsSky.position = Player.position;
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Color StarsColor = Preset.StarsVisability.Evaluate(TimePercent);
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Color color = StarsMat.color;
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color.a = StarsColor.a;
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StarsMat.color = color;
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if (DirectionalLight != null) {
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DirectionalLight.transform.localRotation = Quaternion.Euler(new Vector3((TimePercent * 360f) -90f, 170f, 0f));
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StarsSky.localRotation = Quaternion.Euler(new Vector3((TimePercent * 360f) -90f, -100, 40));
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}
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}
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public string GetMonth(int A) { // Ari, Tau, Gen, Can, Le, Ver, Lib, Sco, Sol, Sag, Cap, Aua, Pis.
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if (A == 0) {
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return "Aries";
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} else if (A == 1) {
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return "Taurus";
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} else if (A == 2) {
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return "Gemini";
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} else if (A == 3) {
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return "Cancer";
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} else if (A == 4) {
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return "Leo";
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} else if (A == 5) {
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return "Virgo";
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} else if (A == 6) {
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return "Libra";
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} else if (A == 7) {
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return "Scorpio";
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} else if (A == 8) {
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return "Sol";
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} else if (A == 9) {
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return "Sagittarius";
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} else if (A == 10) {
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return "Capricorn";
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} else if (A == 11) {
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return "Aquarius";
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} else {
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return "Pisces";
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}
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}
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}
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}
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