// Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved // Please see LICENSE.md in repository root for license information // https://github.com/AtomicGameEngine/AtomicGameEngine #include "Precompiled.h" #include "../Core/Context.h" #include "../Scene/Node.h" #include "../Scene/Scene.h" #include "../Scene/SceneEvents.h" #include "../Graphics/Light.h" #include "../Environment/ProcSky.h" #include "../Environment/TimeOfDay.h" namespace Atomic { TimeOfDay::TimeOfDay(Context *context) : Component(context), timeOn_(0.0f), timeOff_(0.0f), on_(true) { } TimeOfDay::~TimeOfDay() { } void TimeOfDay::OnNodeSet(Node* node) { Component::OnNodeSet(node); if (node && node->GetScene()) { SubscribeToEvent(node->GetScene(), E_SCENEUPDATE, HANDLER(TimeOfDay, HandleSceneUpdate)); } } #include "stdio.h" void TimeOfDay::HandleSceneUpdate(StringHash eventType, VariantMap& eventData) { float timeOfDay = ProcSky::GetTimeOfDay(); if (timeOfDay >= timeOn_ || timeOfDay < timeOff_) { if (!on_) { PODVector components; node_->GetComponents(components, Light::GetTypeStatic()); for (unsigned i = 0; i < components.Size(); i++) { Light* light = (Light*) components[i]; light->SetEnabled(true); } } on_ = true; } else { if (on_) { PODVector components; node_->GetComponents(components, Light::GetTypeStatic()); for (unsigned i = 0; i < components.Size(); i++) { Light* light = (Light*) components[i]; light->SetEnabled(false); } } on_ = false; } } void TimeOfDay::RegisterObject(Context* context) { context->RegisterFactory(); ACCESSOR_ATTRIBUTE("TimeOn", GetTimeOn, SetTimeOn, float, 0.0f, AM_DEFAULT); ACCESSOR_ATTRIBUTE("TimeOff", GetTimeOff, SetTimeOff, float, 0.0f, AM_DEFAULT); } }