using System.Collections;
using System;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Networking;
public class DayNightCycle : NetworkBehaviour {
//[SerializeField]
[SyncVar]public float time;
public TimeSpan currenttime;
[SerializeField] public Transform SunTransform;
public Light Sun;
public Text timetext;
[SyncVar]public int days;
[SyncVar]public float intensity;
[SyncVar]public int speed;
// Update is called once per frame
void Update ()
{
if(isLocalPlayer)
// Einfach zu local player mit einer return funktion geändert
return;
ChangeTime();
}
public void ChangeTime()
{
//if(isServer){ // und diese zeile geschloßen (Irrelevant gewesen)
time += Time.deltaTime * speed;
if(time > 86400)
//86400 = 00:00
{
days += 1;
time = 0;
}
currenttime = TimeSpan.FromSeconds (time);
string[] temptime = currenttime.ToString () .Split (":"[0]);
timetext.text = temptime[0] + ":" + temptime[1];
SunTransform.rotation = Quaternion.Euler (new Vector3((time-21600)/86400*360,0,0));
if (time < 43200)
intensity = 1 - (43200 - time) / 43200;
else
intensity = 1 - ((43200 - time) / 43200 *-1);
Sun.intensity = intensity;
//}
}
}