using Enviro; using NBF; using UnityEngine; using WaveHarmonic.Crest; public class SceneSettings : MonoBehaviour { public static SceneSettings Instance; public int sceneID; public string sceneName = ""; public Transform WaterObject; public Transform Node; public Transform GearNode; public WaterRenderer Water; // public ObiUpdater obiFixedUpdater; public LineRenderer LineRenderer; public int FPS; private void Awake() { Instance = this; if (Node == null) { Node = transform; } if (GearNode == null) { GearNode = Node; } // obiFixedUpdater = FindFirstObjectByType(); } private void Start() { EnviroManager.instance.Time.Settings.simulate = true; // EnviroManager.instance.Time.SetTimeOfDay(0.5f * 24f); } private void Update() { UpdateFPS(); UpdateTimeOfDay(); } #region FPS public float updateInterval = 0.2f; // 更新间隔(秒) private float accum = 0; private int frames = 0; private float timeleft; void UpdateFPS() { timeleft -= Time.deltaTime; accum += Time.timeScale / Time.deltaTime; frames++; if (timeleft <= 0.0f) { FPS = (int)(accum / frames); timeleft = updateInterval; accum = 0.0f; frames = 0; } } #endregion #region 场景时间 private void UpdateTimeOfDay() { var p = GameTimer.GetGameDayProgress(); Debug.Log(p); EnviroManager.instance.Time.SetTimeOfDay(GameTimer.GetGameDayProgress() * 24f); // if(AzureCoreSystem) // AzureCoreSystem.timeSystem.timeline = 24F * p; } #endregion }