Adjusted door timetables, added clock and wall trashcan

This commit is contained in:
2026-10-19 22:21:32 +03:00
parent 6feebad4d2
commit 3afa51004f
197 changed files with 13402 additions and 363 deletions
@@ -0,0 +1,259 @@
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using UnityEngine;
using System;
public class Clock : MonoBehaviour
{
public GameObject HourHand;
public GameObject MinuteHand;
private Vector3 hourBaseAngles;
private Vector3 minuteBaseAngles;
void Awake()
{
// Remember the original orientations.
hourBaseAngles = HourHand.transform.localEulerAngles;
minuteBaseAngles = MinuteHand.transform.localEulerAngles;
}
public void SetTime(DateTime time)
{
// Calculate the hand angles.
float minuteAngle = time.Minute * 6f;
float hourAngle = (time.Hour % 12 + time.Minute / 60f) * 30f;
// Preserve the original X and Z rotations.
HourHand.transform.localRotation = Quaternion.Euler(
hourBaseAngles.x,
hourBaseAngles.y + hourAngle,
hourBaseAngles.z
);
MinuteHand.transform.localRotation = Quaternion.Euler(
minuteBaseAngles.x,
minuteBaseAngles.y + minuteAngle,
minuteBaseAngles.z
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using System;
using System.Collections;
using UnityEngine;
public class ClockManager : MonoBehaviour
{
public Clock[] clocks;
void Start()
{
StartCoroutine(UpdateClocks());
}
IEnumerator UpdateClocks()
{
while (true)
{
// Read the computer's local time.
DateTime now = DateTime.Now;
// Synchronize every clock.
foreach (Clock clock in clocks)
{
if (clock != null)
{
clock.SetTime(now);
}
}
// Wait until approximately the next minute.
now = DateTime.Now;
float waitTime =
60f - now.Second - now.Millisecond / 1000f;
yield return new WaitForSecondsRealtime(waitTime);
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