using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Experimental.Rendering; using UnityEngine.Rendering; public class HomeSunLight : MonoBehaviour { // Start is called before the first frame update public float rotationSpeed = 30f; public Transform rotateObj; public Transform targetObj; public Light rotateLight; public GameObject targetCamera; public Material daySkybox; public Material nightSkybox; void Start() { GameObject homeLight = GameObject.Find("Home Light"); int hour = System.DateTime.Now.Hour; //hour = 7; float rotateAngle = (12 - hour) * 13; //print(rotateAngle); if ( hour >=22 || hour < 5) // Éîҹʱ¼ä { rotateLight.intensity = 0.1f; //targetCamera.GetComponent().backgroundColor = new Color(22, 42, 113, 239); UnityEngine.RenderSettings.skybox = nightSkybox; UnityEngine.RenderSettings.ambientIntensity = 0.2f; UnityEngine.RenderSettings.reflectionIntensity = 0.2f; homeLight.GetComponent().intensity = 0.3f; } else if (hour < 6 || hour >= 18) { // night time rotateLight.intensity = 0.1f; //targetCamera.GetComponent().backgroundColor = new Color(22, 42, 113, 239); UnityEngine.RenderSettings.skybox = nightSkybox; UnityEngine.RenderSettings.ambientIntensity = 0.2f; UnityEngine.RenderSettings.reflectionIntensity = 0.2f; homeLight.GetComponent().intensity = 1f; } else { Debug.Log("day time"); // day time rotateLight.intensity = 0.7f; //targetCamera.GetComponent().clearFlags = CameraClearFlags.SolidColor; //targetCamera.GetComponent().backgroundColor = new Color(139, 202, 255, 203); UnityEngine.RenderSettings.skybox = daySkybox; UnityEngine.RenderSettings.ambientIntensity = 0.9f; UnityEngine.RenderSettings.reflectionIntensity = 1f; homeLight.GetComponent().intensity = 1f; rotateObj.RotateAround(targetObj.transform.position, Vector3.forward, rotateAngle); } DynamicGI.UpdateEnvironment(); } // Update is called once per frame void Update() { } }