forked from Shardstone/trail-into-darkness
152 lines
5.0 KiB
Markdown
152 lines
5.0 KiB
Markdown
# Jovian Calendar
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A configurable in-game calendar and world clock system for Unity. Supports custom day lengths, hours, minutes, months with variable lengths, named months, week tracking, and a serializable date-time struct. No external dependencies.
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## Requirements
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- Unity 2022.3 or later
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- No additional package dependencies
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## Quick Start
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### 1. Create a CalendarSettings asset
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In the Unity Editor, go to **Assets > Create > Jovian > Calendar > Calendar Settings**.
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Configure:
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- **Seconds Per Full Day**: How many real-time seconds equal one full in-game day (the 0-1 cycle)
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- **Hours Per Day**: In-world hours per day (e.g. 24)
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- **Minutes Per Hour**: In-world minutes per hour (e.g. 60)
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- **Days Per Month**: Array defining the length of each month. Array length = months per year
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- **Month Names**: Display names for each month (must match Days Per Month length)
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- **Days Per Week**: Optional week length (0 to disable)
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- **Start Date**: Starting year, month, day, hour, minute for the clock
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### 2. Create and tick a WorldClock
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```csharp
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using Jovian.Calendar;
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// Create the clock from settings
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var clock = new WorldClock(calendarSettings);
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// Each frame, feed it a 0-1 normalized day progress
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clock.Tick(normalizedDayTime);
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// Query the current date and time
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WorldDateTime now = clock.Now;
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Debug.Log($"Year {now.year}, {clock.GetMonthName()} {now.DisplayDay}, {now.TimeString}");
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```
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### 3. Display the date
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```csharp
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// Individual fields
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int year = clock.Now.year;
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int month = clock.Now.DisplayMonth; // 1-indexed
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int day = clock.Now.DisplayDay; // 1-indexed
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string time = clock.Now.TimeString; // "HH:MM"
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// Full display string
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string full = clock.FullStringNamed();
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// e.g. "14:30, 5th day of Frostmoon, year 3"
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```
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## CalendarSettings
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ScriptableObject defining calendar rules. Create via **Assets > Create > Jovian > Calendar > Calendar Settings**.
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| Field | Type | Description |
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|---|---|---|
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| `secondsPerFullDay` | float | Real-time seconds for one full 0-1 day cycle |
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| `hoursPerDay` | int | In-world hours per day |
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| `minutesPerHour` | int | In-world minutes per hour |
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| `daysPerMonth` | int[] | Days in each month. Array length = months per year |
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| `monthNames` | string[] | Display name per month. Must match daysPerMonth length |
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| `daysPerWeek` | int | Days per week (0 to disable week tracking) |
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| `startYear` | int | Starting year |
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| `startMonth` | int | Starting month (0-indexed) |
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| `startDay` | int | Starting day (0-indexed) |
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| `startHour` | int | Starting hour |
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| `startMinute` | int | Starting minute |
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**Computed properties:**
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- `MonthsPerYear` -- derived from daysPerMonth array length
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- `TotalDaysInYear` -- sum of all daysPerMonth entries
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- `MinutesPerDay` -- hoursPerDay * minutesPerHour
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## WorldClock
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The core clock class. Feed it a normalized 0-1 day progress each tick. It accumulates world-minutes internally, handling day wrap-around and fractional minute accumulation across frames.
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```csharp
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var clock = new WorldClock(settings);
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// Tick with normalized time (0 = midnight, 0.5 = noon, 1 = next midnight)
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clock.Tick(normalizedTime);
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// Manual time skip (sleep, rest, cutscene)
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clock.AdvanceMinutes(480); // skip 8 hours
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// Queries
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WorldDateTime now = clock.Now;
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long elapsed = clock.TotalElapsedMinutes;
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float normalized = clock.NormalizedTimeOfDay; // 0-1 for lighting/skybox
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int weekday = clock.DayOfWeek; // 0-indexed, -1 if disabled
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string monthName = clock.GetMonthName();
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string display = clock.FullStringNamed();
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```
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## WorldDateTime
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A serializable struct representing a point in calendar time. Implements `IEquatable<WorldDateTime>` and `IComparable<WorldDateTime>` for collections and sorting.
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```csharp
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WorldDateTime dt = clock.Now;
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// 0-indexed fields
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dt.year; dt.month; dt.day; dt.hour; dt.minute;
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// 1-indexed display properties
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dt.DisplayDay; // day + 1
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dt.DisplayMonth; // month + 1
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// Formatting
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dt.TimeString; // "14:30"
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dt.DateString; // "5/3/1"
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dt.FullString; // "5/3/1 14:30"
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// Comparison
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if(dateA < dateB) { ... }
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if(dateA == dateB) { ... }
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var sorted = dates.OrderBy(d => d);
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```
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## Integration Example
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```csharp
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// In your game state initialization:
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var calendarSettings = Addressables.LoadAssetAsync<CalendarSettings>("CalendarSettings").WaitForCompletion();
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var worldClock = new WorldClock(calendarSettings);
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// In your time handler's Tick():
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float normalizedTime = localTime / dayLength;
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worldClock.Tick(normalizedTime);
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// Update UI:
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dayText.text = $"Day {worldClock.Now.DisplayDay}, {worldClock.GetMonthName()}";
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// Use NormalizedTimeOfDay for visual effects:
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float t = worldClock.NormalizedTimeOfDay;
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skyboxMaterial.SetFloat("_Blend", t);
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directionalLight.intensity = sunCurve.Evaluate(t);
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```
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## API Reference
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| Type | Description |
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|---|---|
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| `CalendarSettings` | ScriptableObject defining calendar rules (day length, months, weeks, start date) |
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| `WorldClock` | Core clock class. Tick with normalized time, query WorldDateTime |
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| `WorldDateTime` | Serializable struct for date-time values. IEquatable, IComparable, operator overloads |
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