Unity3d 中计算日期和时间

使用方法:

void Start()
{
	TimeOfDay.dayDuration = 10f;
}
 
void Update()
{
	print( TimeOfDay.GetTimeOfDay() + " Days : " + TimeOfDay.Days() );
}

  

using UnityEngine;
using System.Collections;
 
[ExecuteInEditMode] 
public class AnchorMultiResolution : MonoBehaviour
{
	float screenY = 0;
	float screenX = 0;
 
	public float orthoSize = 1;  
	public Transform mainCamera; 
	// NOTE: If you don't want to use the camera (especially at Start()): 
	// 1. Remove the mainCamera line above and also remove the Get Camera Section in setAnchor().
	// 2. Set the orthosize above to your main camera orthographic size.
	// 3. Don't forget to change camX and camY values to your main camera X and Y values in setAnchor().
 
 
	public bool viewOnUpdate = true;
 
	public float pixelInsetX = 0, pixelInsetY =0;
	private float privInsetX = 0, privInsetY = 0;
	float pixelFactor = 1;
 
	public enum ScreenAnchor
	{
		TopLeft, TopCenter, TopRight, 
		CenterLeft, Center, CenterRight,
		BottomLeft, BottomCenter, BottomRight
	}
 
	public ScreenAnchor anchor = ScreenAnchor.Center;
 
	public float xTransform = 0; //Use these two to tune the current transform in SceneView. 
	public float yTransform = 0; //They are called in setAnchor since Inspector transform is freezed due to the Update() in the editor section at the bottom of this script 
 
	private float initX = 0, initY = 0;
 
	void setAnchor(){
 
		screenY = Screen.height;
		screenX = Screen.width;
 
		// Get Camera section
		if (Camera.main == null ){
			Debug.Log ("Main Camera not found.");
			Debug.Log ("If you do not want to use the camera, check the script comments for more info.");
		}
 
		if (Camera.main != null ){
			if (Camera.main.isOrthoGraphic ){
				mainCamera = Camera.main.transform;
				orthoSize  = Camera.main.orthographicSize;
			}
			else {Debug.Log ("Camera is not set to orthographic!");}
		}
		//End Section
 
		pixelFactor = orthoSize / (screenY/2); 
 
		Transform currentTransform = this.gameObject.transform;
 
		float posX = currentTransform.position.x;
		float posY = currentTransform.position.y;
 
		float nudgeX = screenX/2 * pixelFactor;
		float nudgeY = screenY/2 * pixelFactor;
 
		float camX = mainCamera.position.x; //You can assign your own values/other camera transforms here
		float camY = mainCamera.position.y;
 
		privInsetX = pixelInsetX * pixelFactor;
		privInsetY = pixelInsetY * pixelFactor;	
 
		switch (anchor){ 
 
		case ScreenAnchor.TopLeft:
			posX = -nudgeX + privInsetX;
			posY = nudgeY - privInsetY;
			break;
 
		case ScreenAnchor.CenterLeft:
			posX = -nudgeX + privInsetX;
			posY = 0 + privInsetY;
			break;
 
		case ScreenAnchor.BottomLeft:
			posX = -nudgeX + privInsetX;
			posY = -nudgeY + privInsetY;
			break;
 
		case ScreenAnchor.TopCenter:
			posX = 0 + privInsetX;
			posY = nudgeY - privInsetY;
			break;
 
		case ScreenAnchor.Center:
			posX = 0 + privInsetX;
			posY = 0 + privInsetY;
			break;
 
		case ScreenAnchor.BottomCenter:
			posX = 0 + privInsetX;
			posY = -nudgeY + privInsetY;
			break;
 
		case ScreenAnchor.TopRight:
			posX = nudgeX - privInsetX;
			posY = nudgeY - privInsetY;
			break;
 
		case ScreenAnchor.CenterRight:
			posX = nudgeX - privInsetX;
			posY = 0 + privInsetY;
			break;
 
		case ScreenAnchor.BottomRight:
			posX = nudgeX - privInsetX;
			posY = -nudgeY + privInsetY;
			break;
 
		}
 
		currentTransform.position = new Vector2( posX + camX + xTransform, posY + camY + yTransform);
	}
 
	// Set Anchor at Start
 
	void Start ()
	{
	setAnchor();
	}
 
 
 
#if UNITY_EDITOR	
	void Update ()
	{
		if(viewOnUpdate){
			this.setAnchor();
		}
 
	}
 
#endif
/// End section ///
 
}

  

转载于:https://www.cnblogs.com/WilliamJiang/archive/2013/06/04/3117267.html

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