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