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@ -1,51 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using System;
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using UnityEngine;
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public class Clock : MonoBehaviour
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{
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{
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{
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//float swMinute = 0.0f;
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//float swSecond = 0.0f;
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// Global Time:
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float hour = dateTimeNow.Hour;
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float minute = dateTimeNow.Minute;
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float second = dateTimeNow.Second;
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Debug.Log("asdd");
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Debug.Log($"Time: {hour}:{minute}:{second}");
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// Ustaw pozycje, rozmiar i obrót wskazówek zegara z wykorzystaniem przekształceń macierzowych:
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// (Matrix4x4.Translate, Matrix4x4.Scale, Matrix4x4.Rotate) dwa pierwsze przyjmują Vector3, a obroty przyjmują Quaternion.Euler( X, Y, Z) (już bez new, bo to funkcja)
|
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|
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var transformationHsw = Matrix4x4.Translate(new Vector3(0, 0, hour));
|
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var transformationMsw = Matrix4x4.Translate(new Vector3(0, 0, minute));
|
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var transformationSsw = Matrix4x4.Translate(new Vector3(0, 0, second));
|
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|
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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));
|
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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));
|
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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));
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|
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// Create game objects instances
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|
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Graphics.DrawMeshInstanced(
|
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clockHand.GetComponent<MeshFilter>().mesh,
|
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0,
|
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clockHand.GetComponent<MeshRenderer>().material,
|
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new Matrix4x4[3]
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{
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transformationH,
|
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transformationM,
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transformationS
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});
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}
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}
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