clock task
BIN
clock/.vs/MWS1/v16/.suo
Normal file
6
clock/.vsconfig
Normal file
@ -0,0 +1,6 @@
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||||
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||||
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Normal file
@ -0,0 +1,634 @@
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clock/Assets/Scenes/SampleScene.unity.meta
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51
clock/Assets/Skrypty/Clock.cs
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@ -0,0 +1,51 @@
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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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public GameObject clockHand;
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void Start()
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{
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}
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void Update()
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{
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//float swHour = 0.0f;
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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)
|
||||
|
||||
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
|
||||
});
|
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|
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}
|
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}
|
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