ZMWSLI0-SL2021-GR11/cw1/clock/Assets/Skrypty/Clock.cs

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2021-04-10 17:27:42 +02:00
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
public class Clock : MonoBehaviour
{
public GameObject clockHand;
void Start()
{
}
void Update()
{
var dateTimeNow = DateTime.Now;
//float swHour = 0.0f;
//float swMinute = 0.0f;
//float swSecond = 0.0f;
// Global Time:
float hour = dateTimeNow.Hour;
float minute = dateTimeNow.Minute;
float second = dateTimeNow.Second;
Debug.Log("asdd");
Debug.Log($"Time: {hour}:{minute}:{second}");
// Ustaw pozycje, rozmiar i obrót wskazówek zegara z wykorzystaniem przekształceń macierzowych:
// (Matrix4x4.Translate, Matrix4x4.Scale, Matrix4x4.Rotate) dwa pierwsze przyjmują Vector3, a obroty przyjmują Quaternion.Euler( X, Y, Z) (już bez new, bo to funkcja)
var transformationHsw = Matrix4x4.Translate(new Vector3(0, 0, hour));
var transformationMsw = Matrix4x4.Translate(new Vector3(0, 0, minute));
var transformationSsw = Matrix4x4.Translate(new Vector3(0, 0, second));
var transformationH = Matrix4x4.Translate(new Vector3(0, 5.0f, 0.0f)) * Matrix4x4.Rotate(Quaternion.Euler(0.0f, 0.0f, hour * 30.0f)) * Matrix4x4.Scale(new Vector3(0.4f, 1.5f, 0.4f)) * Matrix4x4.Translate(new Vector3(0, 1.0f, 0.0f));
var transformationM = Matrix4x4.Translate(new Vector3(0, 5.0f, 0.0f)) * Matrix4x4.Rotate(Quaternion.Euler(0.0f, 0.0f, minute * 6.0f)) * Matrix4x4.Scale(new Vector3(0.3f, 2.5f, 0.3f)) * Matrix4x4.Translate(new Vector3(0, 1.0f, 0.0f));
var transformationS = Matrix4x4.Translate(new Vector3(0, 5.0f, 0.0f)) * Matrix4x4.Rotate(Quaternion.Euler(0.0f, 0.0f, second * 6.0f)) * Matrix4x4.Scale(new Vector3(0.1f, 3.0f, 0.1f)) * Matrix4x4.Translate(new Vector3(0, 1.0f, 0.0f));
// Create game objects instances
Graphics.DrawMeshInstanced(
clockHand.GetComponent<MeshFilter>().mesh,
0,
clockHand.GetComponent<MeshRenderer>().material,
new Matrix4x4[3]
{
transformationH,
transformationM,
transformationS
});
}
}