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Day/Night Controller

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1 Day/Night Controller on Fri Aug 22, 2014 1:21 am

Ninjaboy follower


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Member [Lv. 3]
This a Day-Night controller script. I made this by myself. Name it as "DayNightController" and fill out the variables in the inspector then you're done the rest the script does.

Code:

using UnityEngine;
using System.Collections;

/// <summary>
/// Implements a Day/Night cycle relative to the game world, with a World-Time clock, and optional Direcitonal Light control.
/// </summary>
/// <!--
/// Version 0.0.1.0 (beta)
/// By Reed Kimble
/// Last Revision 5/19/2011
/// -->
/// <remarks>
/// Add this script to a new GameObject to create a Day/Night cycle for the scene. The day/night cycle effect is achieved by modifying the
/// scene ambient light color, fog color, and skybox material.  The script will also rotate, fade, and enable/disable a directional
/// light if one is attached to the same GameObject as the DayNightController script.  The length of a complete day (in seconds) and the number of
/// hours per day are modifiable in the script fields and allow calculation of the World-time hour-of-day.  Each 'phase' of the day is considered
/// to be 1/4 of the dayCycleLength.
///
/// Note that the script will rotate the GameObject transform it is attached to, even if no directional light is attached. You will probably want to
/// use a dedicated GameObject for this script and any attached directional light.
///
/// The GameObject with this script should be placed roughly in the center of your scene, with a height of about 2/3 the length (or width) of the terrain.
/// If that GameObject has a light, it should be a directional light pointed straight down (x:90, y:0, z:0).  This light will then be rotated around its
/// x-axis (relative to the scene; eg. as if you used the rotation tool locked on the green x axis) and will reach its horizontal peeks during the
/// end of dusk and beginning of dawn, turning off during the night (upside-down rotation).
///
/// The reset command will attempt to use the default skybox assets DawnDusk, Sunny2, and StarryNight if that package has been imported.  The
/// command will also choose acceptable color values and set the day cycle to two minutes. It is suggested that the directional light be a light-
/// yellow or peach in color with a roughly 0.33f intensity.  The script will not set any default values for the light, if one exists, so the light
/// must be configured manually.
/// </remarks>
public class DayNightController : MonoBehaviour
{
   /// <summary>
   /// The number of real-world seconds in one game day.
   /// </summary>
   public float dayCycleLength;
   
   /// <summary>
   /// The current time within the day cycle. Modify to change the World Time.
   /// </summary>
   public float currentCycleTime;
   
   //Would be the amount of time the sky takes to transition if UpdateSkybox were used.
   //public float skyTransitionTime;
   
   /// <summary>
   /// The current 'phase' of the day; Dawn, Day, Dusk, or Night
   /// </summary>
   public DayPhase currentPhase;
   
   /// <summary>
   /// The number of hours per day used in the WorldHour time calculation.
   /// </summary>
   public float hoursPerDay;
   
   /// <summary>
   /// Dawn occurs at currentCycleTime = 0.0f, so this offsets the WorldHour time to make
   /// dawn occur at a specified hour. A value of 3 results in a 5am dawn for a 24 hour world clock.
   /// </summary>
   public float dawnTimeOffset;
   
   /// <summary>
   /// The calculated hour of the day, based on the hoursPerDay setting. Do not set this value.
   /// Change the time of day by calculating and setting the currentCycleTime.
   /// </summary>
   public int worldTimeHour;
   
   /// <summary>
   /// The scene ambient color used for full daylight.
   /// </summary>
   public Color fullLight;
   
   /// <summary>
   /// The scene ambient color used for full night.
   /// </summary>
   public Color fullDark;
   
   /// <summary>
   /// The scene skybox material to use at dawn and dusk.
   /// </summary>
   public Material dawnDuskSkybox;
   
   /// <summary>
   /// The scene fog color to use at dawn and dusk.
   /// </summary>
   public Color dawnDuskFog;
   
   /// <summary>
   /// The scene skybox material to use during the day.
   /// </summary>
   public Material daySkybox;
   
   /// <summary>
   /// The scene fog color to use during the day.
   /// </summary>
   public Color dayFog;
   
   /// <summary>
   /// The scene skybox material to use at night.
   /// </summary>
   public Material nightSkybox;
   
   /// <summary>
   /// The scene fog color to use at night.
   /// </summary>
   public Color nightFog;
   
   /// <summary>
   /// The calculated time at which dawn occurs based on 1/4 of dayCycleLength.
   /// </summary>
   private float dawnTime;
   
   /// <summary>
   /// The calculated time at which day occurs based on 1/4 of dayCycleLength.
   /// </summary>
   private float dayTime;
   
   /// <summary>
   /// The calculated time at which dusk occurs based on 1/4 of dayCycleLength.
   /// </summary>
   private float duskTime;
   
   /// <summary>
   /// The calculated time at which night occurs based on 1/4 of dayCycleLength.
   /// </summary>
   private float nightTime;
   
   /// <summary>
   /// One quarter the value of dayCycleLength.
   /// </summary>
   private float quarterDay;
   
   //Would be the amount of time remaining in the skybox transition if UpdateSkybox were used.
   //private float remainingTransition;
   
   /// <summary>
   /// The specified intensity of the directional light, if one exists. This value will be
   /// faded to 0 during dusk, and faded from 0 back to this value during dawn.
   /// </summary>
   private float lightIntensity;
   
   /// <summary>
   /// Initializes working variables and performs starting calculations.
   /// </summary>
   void Initialize()
   {
      //remainingTransition = skyTransitionTime; //Would indicate that the game should start with an active transition, if UpdateSkybox were used.
      quarterDay = dayCycleLength * 0.25f;
      dawnTime = 0.0f;
      dayTime = dawnTime + quarterDay;
      duskTime = dayTime + quarterDay;
      nightTime = duskTime + quarterDay;
      if (light != null)
      { lightIntensity = light.intensity; }
   }
   
   /// <summary>
   /// Sets the script control fields to reasonable default values for an acceptable day/night cycle effect.
   /// </summary>
   void Reset()
   {
      dayCycleLength = 120.0f;
      //skyTransitionTime = 3.0f; //would be set if UpdateSkybox were used.
      hoursPerDay = 24.0f;
      dawnTimeOffset = 3.0f;
      fullDark = new Color(32.0f / 255.0f, 28.0f / 255.0f, 46.0f / 255.0f);
      fullLight = new Color(253.0f / 255.0f, 248.0f / 255.0f, 223.0f / 255.0f);
      dawnDuskFog = new Color(133.0f / 255.0f, 124.0f / 255.0f, 102.0f / 255.0f);
      dayFog = new Color(180.0f / 255.0f, 208.0f / 255.0f, 209.0f / 255.0f);
      nightFog = new Color(12.0f / 255.0f, 15.0f / 255.0f, 91.0f / 255.0f);
      Skybox[] skyboxes = AssetBundle.FindObjectsOfTypeIncludingAssets(typeof(Skybox)) as Skybox[];
      foreach (Skybox box in skyboxes)
      {
         if (box.name == "DawnDusk Skybox")
         { dawnDuskSkybox = box.material; }
         else if (box.name == "StarryNight Skybox")
         { nightSkybox = box.material; }
         else if (box.name == "Sunny2 Skybox")
         { daySkybox = box.material; }
      }
   }
   
   // Use this for initialization
   void Start()
   {
      Initialize();
   }
   
   // Update is called once per frame
   void Update()
   {
      // Rudementary phase-check algorithm:
      if (currentCycleTime > nightTime && currentPhase == DayPhase.Dusk)
      {
         SetNight();
      }
      else if (currentCycleTime > duskTime && currentPhase == DayPhase.Day)
      {
         SetDusk();
      }
      else if (currentCycleTime > dayTime && currentPhase == DayPhase.Dawn)
      {
         SetDay();
      }
      else if (currentCycleTime > dawnTime && currentCycleTime < dayTime && currentPhase == DayPhase.Night)
      {
         SetDawn();
      }
      
      // Perform standard updates:
      UpdateWorldTime();
      UpdateDaylight();
      UpdateFog();
      //UpdateSkybox(); //would be called if UpdateSkybox were used.
      
      // Update the current cycle time:
      currentCycleTime += Time.deltaTime;
      currentCycleTime = currentCycleTime % dayCycleLength;
   }
   
   /// <summary>
   /// Sets the currentPhase to Dawn, turning on the directional light, if any.
   /// </summary>
   public void SetDawn()
   {
      RenderSettings.skybox = dawnDuskSkybox; //would be commented out or removed if UpdateSkybox were used.
      //remainingTransition = skyTransitionTime; //would be set if UpdateSkybox were used.
      if (light != null)
      { light.enabled = true; }
      currentPhase = DayPhase.Dawn;
   }
   
   /// <summary>
   /// Sets the currentPhase to Day, ensuring full day color ambient light, and full
   /// directional light intensity, if any.
   /// </summary>
   public void SetDay()
   {
      RenderSettings.skybox = daySkybox; //would be commented out or removed if UpdateSkybox were used.
      //remainingTransition = skyTransitionTime; //would be set if UpdateSkybox were used.
      RenderSettings.ambientLight = fullLight;
      if (light != null)
      { light.intensity = lightIntensity; }
      currentPhase = DayPhase.Day;
   }
   
   /// <summary>
   /// Sets the currentPhase to Dusk.
   /// </summary>
   public void SetDusk()
   {
      RenderSettings.skybox = dawnDuskSkybox; //would be commented out or removed if UpdateSkybox were used.
      //remainingTransition = skyTransitionTime; //would be set if UpdateSkybox were used.
      currentPhase = DayPhase.Dusk;
   }
   
   /// <summary>
   /// Sets the currentPhase to Night, ensuring full night color ambient light, and
   /// turning off the directional light, if any.
   /// </summary>
   public void SetNight()
   {
      RenderSettings.skybox = nightSkybox; //would be commented out or removed if UpdateSkybox were used.
      //remainingTransition = skyTransitionTime; //would be set if UpdateSkybox were used.
      RenderSettings.ambientLight = fullDark;
      if (light != null)
      { light.enabled = false; }
      currentPhase = DayPhase.Night;
   }
   
   /// <summary>
   /// If the currentPhase is dawn or dusk, this method adjusts the ambient light color and direcitonal
   /// light intensity (if any) to a percentage of full dark or full light as appropriate. Regardless
   /// of currentPhase, the method also rotates the transform of this component, thereby rotating the
   /// directional light, if any.
   /// </summary>
   private void UpdateDaylight()
   {
      if (currentPhase == DayPhase.Dawn)
      {
         float relativeTime = currentCycleTime - dawnTime;
         RenderSettings.ambientLight = Color.Lerp(fullDark, fullLight, relativeTime / quarterDay);
         if (light != null)
         { light.intensity = lightIntensity * (relativeTime / quarterDay); }
      }
      else if (currentPhase == DayPhase.Dusk)
      {
         float relativeTime = currentCycleTime - duskTime;
         RenderSettings.ambientLight = Color.Lerp(fullLight, fullDark, relativeTime / quarterDay);
         if (light != null)
         { light.intensity = lightIntensity * ((quarterDay - relativeTime) / quarterDay); }
      }
      
      transform.Rotate(Vector3.up * ((Time.deltaTime / dayCycleLength) * 360.0f), Space.Self);
   }
   
   /// <summary>
   /// Interpolates the fog color between the specified phase colors during each phase's transition.
   /// eg. From DawnDusk to Day, Day to DawnDusk, DawnDusk to Night, and Night to DawnDusk
   /// </summary>
   private void UpdateFog()
   {
      if (currentPhase == DayPhase.Dawn)
      {
         float relativeTime = currentCycleTime - dawnTime;
         RenderSettings.fogColor = Color.Lerp(dawnDuskFog, dayFog, relativeTime / quarterDay);
      }
      else if (currentPhase == DayPhase.Day)
      {
         float relativeTime = currentCycleTime - dayTime;
         RenderSettings.fogColor = Color.Lerp(dayFog, dawnDuskFog, relativeTime / quarterDay);
      }
      else if (currentPhase == DayPhase.Dusk)
      {
         float relativeTime = currentCycleTime - duskTime;
         RenderSettings.fogColor = Color.Lerp(dawnDuskFog, nightFog, relativeTime / quarterDay);
      }
      else if (currentPhase == DayPhase.Night)
      {
         float relativeTime = currentCycleTime - nightTime;
         RenderSettings.fogColor = Color.Lerp(nightFog, dawnDuskFog, relativeTime / quarterDay);
      }
   }
   
   //Not yet implemented, but would be nice to allow a smoother transition of the Skybox material.
   //private void UpdateSkybox()
   //{
   //    if (remainingTransition > 0.0f)
   //    {
   //        if (currentPhase == DayCycle.Dawn)
   //        {
   //            [You must be registered and logged in to see this link.] nightSkybox, remainingTransition / skyTransitionTime);
   //        }
   //        if (currentPhase == DayCycle.Day)
   //        {
   
   //        }
   //        if (currentPhase == DayCycle.Dusk)
   //        {
   
   //        }
   //        if (currentPhase == DayCycle.Night)
   //        {
   
   //        }
   //        remainingTransition -= Time.deltaTime;
   //    }
   //}
   
   /// <summary>
   /// Updates the World-time hour based on the current time of day.
   /// </summary>
   private void UpdateWorldTime()
   {
      worldTimeHour = (int)((Mathf.Ceil((currentCycleTime / dayCycleLength) * hoursPerDay) + dawnTimeOffset) % hoursPerDay) + 1;
   }
   
   public enum DayPhase
   {
      Night = 0,
      Dawn = 1,
      Day = 2,
      Dusk = 3
   }
}

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2 Re: Day/Night Controller on Fri Aug 22, 2014 3:09 am

developer23


Moderator
Moderator
Nice

View user profile http://masterdevelopers.altervista.org/

3 Re: Day/Night Controller on Fri Aug 22, 2014 8:55 pm

Awesome! Thanks for sharing with the community!

View user profile http://www.youtube.com/user/misterninjaboy

4 Re: Day/Night Controller on Fri Nov 14, 2014 12:58 pm

FRAGSn111pezz


Member [Lv. 2]
Member [Lv. 2]
Thanks man good work!!

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5 Re: Day/Night Controller on Tue Aug 23, 2016 10:21 am

jeffy90


Member [Lv. 0]
Member [Lv. 0]
awesome thx alot man its works :DDDD

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