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- // 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<Component*> 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<Component*> 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<TimeOfDay>();
- ACCESSOR_ATTRIBUTE("TimeOn", GetTimeOn, SetTimeOn, float, 0.0f, AM_DEFAULT);
- ACCESSOR_ATTRIBUTE("TimeOff", GetTimeOff, SetTimeOff, float, 0.0f, AM_DEFAULT);
- }
- }
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