Files
Crash-Course/Assets/Quentin/DayNightCycle.cs
RochesterX b3928fe076 Implement Quentin Changes
Added cloud scrolling
Made day/night a prefab
"Merged" changes with the default scene
2025-03-03 11:35:56 -05:00

100 lines
3.2 KiB
C#

using System.Collections;
using NUnit.Framework.Constraints;
using UnityEngine;
public class DayNightCycle : MonoBehaviour
{
public SpriteRenderer daySky, eveningSky, nightSky;
public SpriteRenderer dayBackClouds, eveningBackClouds, nightBackClouds;
public SpriteRenderer dayFrontClouds, eveningFrontClouds, nightFrontClouds;
public float transitionDuration = 5f; // Duration of transition
public float cycleDuration = 60f; // Time before transitioning to next phase
private void Start()
{
// Set initial alpha (only day visible)
SetAlpha(daySky, 1);
SetAlpha(eveningSky, 0);
SetAlpha(nightSky, 0);
SetAlpha(dayBackClouds, 1);
SetAlpha(eveningBackClouds, 0);
SetAlpha(nightBackClouds, 0);
SetAlpha(dayFrontClouds, 1);
SetAlpha(eveningFrontClouds, 0);
SetAlpha(nightFrontClouds, 0);
// Start the cycle
StartCoroutine(DayNightCycleRoutine());
}
private IEnumerator DayNightCycleRoutine()
{
while (true)
{
yield return new WaitForSeconds(cycleDuration);
yield return StartCoroutine(FadeTransition(
new SpriteRenderer[] { daySky, dayBackClouds, dayFrontClouds },
new SpriteRenderer[] { eveningSky, eveningBackClouds, eveningFrontClouds },
transitionDuration));
yield return new WaitForSeconds(cycleDuration);
yield return StartCoroutine(FadeTransition(
new SpriteRenderer[] { eveningSky, eveningBackClouds, eveningFrontClouds },
new SpriteRenderer[] { nightSky, nightBackClouds, nightFrontClouds },
transitionDuration));
yield return new WaitForSeconds(cycleDuration);
yield return StartCoroutine(FadeTransition(
new SpriteRenderer[] { nightSky, nightBackClouds, nightFrontClouds },
new SpriteRenderer[] { daySky, dayBackClouds, dayFrontClouds },
transitionDuration));
}
}
private IEnumerator FadeTransition(SpriteRenderer[] from, SpriteRenderer[] to, float duration)
{
float elapsedTime = 0;
while (elapsedTime < duration)
{
elapsedTime += Time.deltaTime;
float alpha = elapsedTime / duration;
// Apply fading to all elements simultaneously
for (int i = 0; i < from.Length; i++)
{
SetAlpha(from[i], 1 - alpha);
SetAlpha(to[i], alpha);
}
yield return null;
}
// Ensure final alpha values are set correctly
for (int i = 0; i < from.Length; i++)
{
SetAlpha(from[i], 0);
SetAlpha(to[i], 1);
}
}
private void SetAlpha(SpriteRenderer sprite, float alpha)
{
if (sprite)
{
Color color = sprite.color;
color.a = alpha;
sprite.color = color;
foreach (Transform child in sprite.transform)
{
if (child.TryGetComponent(out SpriteRenderer childSprite))
{
childSprite.color = color;
}
}
}
}
}