// // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "../Scene/Component.h" namespace Atomic { class TimeOfDay : public Component { ATOMIC_OBJECT(TimeOfDay, Component); /// Construct. TimeOfDay(Context* context); /// Destruct. virtual ~TimeOfDay(); /// Register object factory. static void RegisterObject(Context* context); float GetTimeOn() const { return timeOn_; } float GetTimeOff() const { return timeOff_; } void SetTimeOn(float timeOn) { timeOn_ = timeOn; } void SetTimeOff(float timeOff) { timeOff_ = timeOff; } protected: void OnNodeSet(Node* node); void HandleSceneUpdate(StringHash eventType, VariantMap& eventData); private: float timeOn_; float timeOff_; bool on_; }; }