add weather and time

This commit is contained in:
XuGaoFeng
2026-05-09 09:10:52 +08:00
parent 48e0dea5e1
commit 0ca1b49fa7
639 changed files with 121558 additions and 102 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Enviro
{
public class EventTest : MonoBehaviour
{
void Start()
{
EnviroManager.instance.OnHourPassed += () =>
{
Debug.Log("Hour Passed!");
};
EnviroManager.instance.OnDayPassed += () =>
{
Debug.Log("New Day!");
};
EnviroManager.instance.OnYearPassed += () =>
{
Debug.Log("New Year!");
};
EnviroManager.instance.OnDayTime += () =>
{
Debug.Log("Day!");
};
EnviroManager.instance.OnNightTime += () =>
{
Debug.Log("Night!");
};
EnviroManager.instance.OnSeasonChanged += (EnviroEnvironment.Seasons s) =>
{
Debug.Log("Season changed to: " + s.ToString());
};
EnviroManager.instance.OnWeatherChanged += (EnviroWeatherType w) =>
{
Debug.Log("Weather changed to: " + w.name + " from:" + EnviroManager.instance.Weather.targetWeatherType.name);
};
EnviroManager.instance.OnZoneWeatherChanged += (EnviroWeatherType w, EnviroZone z) =>
{
Debug.Log("Weather changed to: " + w.name.ToString() + " in zone:" + z.name);
};
}
}
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using UnityEngine;
[RequireComponent(typeof(Camera))]
public class SimpleFlyController : MonoBehaviour
{
[Header("Mouse Look Settings")]
public float lookSensitivity = 2f;
public float lookSmoothing = 5f;
public float maxPitch = 89f;
[Header("Movement Settings")]
public float moveSpeed = 10f;
public float fastMultiplier = 3f;
float yaw;
float pitch;
Vector2 smoothLook;
bool cursorLocked = true;
void Start()
{
Vector3 euler = transform.eulerAngles;
yaw = euler.y;
pitch = euler.x;
LockCursor(true);
}
void Update()
{
HandleCursorToggle();
if (cursorLocked)
{
HandleMouseLook();
HandleMovement();
}
}
void HandleCursorToggle()
{
if (Input.GetKeyDown(KeyCode.Escape))
LockCursor(!cursorLocked);
}
void LockCursor(bool locked)
{
cursorLocked = locked;
Cursor.lockState = locked ? CursorLockMode.Locked : CursorLockMode.None;
Cursor.visible = !locked;
}
void HandleMouseLook()
{
Vector2 mouseInput = new Vector2(
Input.GetAxis("Mouse X"),
Input.GetAxis("Mouse Y")
);
// Smooth mouse movement (optional)
smoothLook = Vector2.Lerp(smoothLook, mouseInput, Time.deltaTime * lookSmoothing);
yaw += smoothLook.x * lookSensitivity;
pitch -= smoothLook.y * lookSensitivity;
pitch = Mathf.Clamp(pitch, -maxPitch, maxPitch);
transform.rotation = Quaternion.Euler(pitch, yaw, 0);
}
void HandleMovement()
{
float moveX = Input.GetAxisRaw("Horizontal"); // A/D
float moveY = 0f;
float moveZ = Input.GetAxisRaw("Vertical"); // W/S
if (Input.GetKey(KeyCode.E)) moveY += 1f; // Up
if (Input.GetKey(KeyCode.Q)) moveY -= 1f; // Down
Vector3 move = new Vector3(moveX, moveY, moveZ).normalized;
float speed = moveSpeed * (Input.GetKey(KeyCode.LeftShift) ? fastMultiplier : 1f);
transform.position += transform.TransformDirection(move) * speed * Time.deltaTime;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Enviro
{
public class UISample : MonoBehaviour
{
[Header("Time")]
public Slider hourSlider;
public Text hourText;
public Text dateText;
[Header("Weather")]
public Text currentWeatherText;
[Header("Environment")]
public Text seasonText;
public Text temperatureText;
public Text wetnessText;
public Text snowText;
[Header("Quality")]
public Text currentQualityText;
void Start()
{
}
void Update()
{
}
void LateUpdate()
{
if(EnviroManager.instance.Time != null)
{
//hourSlider.value = EnviroManager.instance.Time.GetTimeOfDay() / 24f;
hourText.text = EnviroManager.instance.Time.GetTimeStringWithSeconds();
dateText.text = string.Format("{0:00}/{1:00}/{2:0000}", EnviroManager.instance.Time.days, EnviroManager.instance.Time.months, EnviroManager.instance.Time.years);
}
if(EnviroManager.instance.Weather != null)
{
currentWeatherText.text = "Current Weather: " + EnviroManager.instance.Weather.targetWeatherType.name;
}
if(EnviroManager.instance.Environment != null)
{
temperatureText.text = "Temperature: " + string.Format("{0:0.0} °C", EnviroManager.instance.Environment.Settings.temperature);
wetnessText.text = "Wetness: " + string.Format("{0:0.00}", EnviroManager.instance.Environment.Settings.wetness);
snowText.text = "Snow: " + string.Format("{0:0.00}", EnviroManager.instance.Environment.Settings.snow);
string sText = "";
switch (EnviroManager.instance.Environment.Settings.season)
{
case EnviroEnvironment.Seasons.Spring:
sText = "Current Season: Spring";
break;
case EnviroEnvironment.Seasons.Summer:
sText = "Current Season: Summer";
break;
case EnviroEnvironment.Seasons.Autumn:
sText = "Current Season: Autumn";
break;
case EnviroEnvironment.Seasons.Winter:
sText = "Current Season: Winter";
break;
}
seasonText.text = sText;
}
if(EnviroManager.instance.Quality != null)
{
currentQualityText.text = "Current Quality: " + EnviroManager.instance.Quality.Settings.defaultQuality.name;
}
}
public void ChangeHourSlider ()
{
if(EnviroManager.instance.Time == null)
return;
if (hourSlider.value < 0f)
hourSlider.value = 0f;
EnviroManager.instance.Time.SetTimeOfDay (hourSlider.value * 24f);
}
public void ChangeQuality(int q)
{
if(EnviroManager.instance.Quality != null)
{
if(EnviroManager.instance.Quality.Settings.Qualities.Count >= q)
EnviroManager.instance.Quality.Settings.defaultQuality = EnviroManager.instance.Quality.Settings.Qualities[q];
}
}
public void ChangeWeather(int w)
{
if(EnviroManager.instance.Weather != null)
{
if(EnviroManager.instance.Weather.Settings.weatherTypes.Count >= w)
EnviroManager.instance.Weather.ChangeWeather(EnviroManager.instance.Weather.Settings.weatherTypes[w]);
}
}
public void ChangeTimeSimulation(bool t)
{
if(EnviroManager.instance.Time != null)
{
EnviroManager.instance.Time.Settings.simulate = t;
}
}
}
}

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Shader "Enviro 3/Sample/TransparentSurface"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags {"Queue" = "Transparent" "RenderType"="Transparent" }
LOD 200
CGPROGRAM
#include "../../Resources/Shader/Includes/FogInclude.cginc"
#pragma surface surf Standard fullforwardshadows alpha finalcolor:ApplyFog
#pragma target 3.0
sampler2D _MainTex;
sampler2D _CameraDepthTexture;
struct Input {
float2 uv_MainTex;
float4 screenPos;
float3 worldPos;
};
void ApplyFog(Input IN, SurfaceOutputStandard o, inout fixed4 color)
{
//Get ScreenPosition
float3 uvscreen = IN.screenPos.xyz / max(0.00001,IN.screenPos.w);
// Calculate Linear Depth
half linear01Depth = Linear01Depth(uvscreen.z);
//get World Position
float3 wPos = IN.worldPos.xyz;
// Calculate Fog and apply volume lighting tex
float3 fogClr = ApplyFogAndVolumetricLights(color.rgb,uvscreen.xy, wPos, linear01Depth);
#if _ALPHAPREMULTIPLY_ON
fogClr.rgb *= o.Alpha;
#endif
#ifndef UNITY_PASS_FORWARDADD
color.rgb = fogClr.rgb;
#endif
}
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Standard"
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