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August 29, 2022 07:06
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Unity Clock.cs - Digital/Analog
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using System.Collections; | |
using System.Collections.Generic; | |
using System; | |
using UnityEngine; | |
public class Clock : MonoBehaviour | |
{ | |
[Header("0,0,0 = SystemTime / else Custom Time")] | |
public Vector3 CurrentTime_Number; | |
[Header("Info Only")] | |
public float CurrentTime; | |
public string CurrentTime_String24H; | |
public string CurrentTime_String12H; | |
public enum DirectionOptions { Right, Left, Forward, Back } | |
[Header("Direction")] | |
public DirectionOptions ArrowDirection; | |
private bool _CustomTime; | |
private Vector3 _Direction; | |
private Vector3 _CurrentTime_NumberSmooth; | |
[Header("Clock")] | |
[SerializeField] private List<Clock_Arrow> Arrows = new List<Clock_Arrow>(); | |
private void Start() | |
{ | |
if (CurrentTime == 0 && CurrentTime_Number == Vector3.zero) | |
_CustomTime = false; | |
else | |
{ | |
_CustomTime = true; | |
if (CurrentTime_Number != Vector3.zero) | |
CurrentTime = CurrentTime_Number.z + (CurrentTime_Number.y * 60) + (CurrentTime_Number.x * 3600); | |
} | |
switch (ArrowDirection) | |
{ | |
case DirectionOptions.Right: | |
_Direction = Vector3.right; | |
break; | |
case DirectionOptions.Left: | |
_Direction = Vector3.left; | |
break; | |
case DirectionOptions.Forward: | |
_Direction = Vector3.forward; | |
break; | |
case DirectionOptions.Back: | |
_Direction = Vector3.back; | |
break; | |
} | |
} | |
void Update() | |
{ | |
if (!_CustomTime) | |
CurrentTime = DateTime.Now.Second + (DateTime.Now.Minute * 60) + (DateTime.Now.Hour * 3600) + (DateTime.Now.Millisecond * 0.001f); | |
else | |
CurrentTime += 1 * Time.deltaTime; | |
CurrentTime_Number = new Vector3(Mathf.Floor(CurrentTime / 3600), Mathf.Floor((CurrentTime / 60) % 60), Mathf.Floor(CurrentTime % 60)); | |
_CurrentTime_NumberSmooth = new Vector3(CurrentTime / 3600, (CurrentTime / 60) % 60, CurrentTime % 60); | |
CurrentTime_String24H = string.Format("{0:00}:{1:00}:{2:00}", Mathf.Floor(CurrentTime / 3600), Mathf.Floor((CurrentTime / 60) % 60), CurrentTime % 60); | |
CurrentTime_String12H = ""; | |
if (CurrentTime > 43200) | |
CurrentTime_String12H = string.Format("{0:00}:{1:00} PM", Mathf.Floor(CurrentTime / 3600) - 12, Mathf.Floor((CurrentTime / 60) % 60)); | |
else | |
CurrentTime_String12H = string.Format("{0:00}:{1:00} AM", Mathf.Floor(CurrentTime / 3600), Mathf.Floor((CurrentTime / 60) % 60)); | |
for (int i = 0; i < Arrows.Count; i++) | |
{ | |
switch (Arrows[i].Type) | |
{ | |
case Clock_Arrow.ArrowType.Hour: | |
if (Arrows[i].Smooth) | |
Arrows[i].ArrowObj.rotation = Quaternion.AngleAxis((360 / 12) * _CurrentTime_NumberSmooth.x, _Direction); | |
else | |
Arrows[i].ArrowObj.rotation = Quaternion.AngleAxis((360 / 12) * CurrentTime_Number.x, _Direction); | |
break; | |
case Clock_Arrow.ArrowType.Minute: | |
if (Arrows[i].Smooth) | |
Arrows[i].ArrowObj.rotation = Quaternion.AngleAxis((360 / 60) * _CurrentTime_NumberSmooth.y, _Direction); | |
else | |
Arrows[i].ArrowObj.rotation = Quaternion.AngleAxis((360 / 60) * CurrentTime_Number.y, _Direction); | |
break; | |
case Clock_Arrow.ArrowType.Second: | |
if (Arrows[i].Smooth) | |
Arrows[i].ArrowObj.rotation = Quaternion.AngleAxis((360 / 60) * _CurrentTime_NumberSmooth.z, _Direction); | |
else | |
Arrows[i].ArrowObj.rotation = Quaternion.AngleAxis((360 / 60) * CurrentTime_Number.z, _Direction); | |
break; | |
} | |
} | |
} | |
} | |
[System.Serializable] | |
public class Clock_Arrow | |
{ | |
public enum ArrowType { Hour, Minute, Second } | |
public ArrowType Type; | |
public Transform ArrowObj; | |
public bool Smooth; | |
} |
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