extends Node3D @export var day_length: float = 10.0 ## Day length in seconds @export var start_time: float = 0.3 ## Between 0-1 (0.3 is morning, 0.5 noon) @export_group("Colors and Intensity") @export var moon_color: Gradient @export var moon_intensity: Curve @export var sun_color: Gradient @export var sun_intensity: Curve @export var sky_top_color: Gradient @export var sky_horizon_color: Gradient @export var ground_bottom_color: Gradient @export var ground_horizon_color: Gradient @export_group("Node Exports") @export var environment: WorldEnvironment @export var sun: DirectionalLight3D @export var moon: DirectionalLight3D @onready var tick_rate: float = 1.0 / day_length @onready var time: float = start_time ## Between 0-1 (0.5 - noon) func _process(delta: float) -> void: time += tick_rate * delta if time >= 1.0: time = 0.0 # 90 to fix alignment sun.rotation_degrees.x = time * 360 + 90 sun.light_color = sun_color.sample(time) sun.light_energy = sun_intensity.sample(time) # 90 to fix alignment moon.rotation_degrees.x = time * 360 + 90 + 180 # 180 for opposite of sun moon.light_color = moon_color.sample(time) moon.light_energy = moon_intensity.sample(time) # Show / Hide Sun and Moon sun.visible = sun.light_energy > 0 moon.visible = moon.light_energy > 0 # Sky and Ground Colors environment.environment.sky.sky_material.set("sky_top_color", sky_top_color.sample(time)) environment.environment.sky.sky_material.set("sky_horizon_color", sky_horizon_color.sample(time)) environment.environment.sky.sky_material.set("ground_bottom_color", ground_bottom_color.sample(time)) environment.environment.sky.sky_material.set("ground_horizon_color", ground_horizon_color.sample(time))