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- using System;
- using UnityEngine;
- public class Clock : UnityEngine.MonoBehaviour
- {
- public Transform hoursTransform;
- public Transform minutesTransform;
- public Transform secondsTransform;
- public bool continuous;
- private void Update()
- {
- if (continuous)
- UpdateContinuous();
- else
- UpdateDiscrete();
- }
- void UpdateDiscrete()
- {
- DateTime time = DateTime.Now;
- Debug.Log("System.DateTime.Now.Hour: " + DateTime.Now.Hour);
- Quaternion.Euler(0, DateTime.Now.Hour, 0);
- Quaternion.Euler(0f, DateTime.Now.Hour * 30f, 0f);
- const float degreesPerHour = 30f;
- hoursTransform.localRotation =
- Quaternion.Euler(0f, DateTime.Now.Hour * degreesPerHour, 0f);
- Debug.Log("System.DateTime.Now.Minute: " + DateTime.Now.Minute);
- Quaternion.Euler(0, DateTime.Now.Minute, 0);
- Quaternion.Euler(0f, DateTime.Now.Minute * 6f, 0f);
- const float degreesPerMinute = 6f;
- minutesTransform.localRotation =
- Quaternion.Euler(0f, DateTime.Now.Minute * degreesPerMinute, 0f);
- Debug.Log("System.DateTime.Now.Second: " + DateTime.Now.Second);
- Quaternion.Euler(0, DateTime.Now.Second, 0);
- Quaternion.Euler(0f, DateTime.Now.Second * 6f, 0f);
- const float degreesPerSecond = 1f;
- secondsTransform.localRotation =
- Quaternion.Euler(0f, DateTime.Now.Second * degreesPerSecond, 0f);
- }
- void UpdateContinuous()
- {
- TimeSpan time = DateTime.Now.TimeOfDay;
- hoursTransform.localRotation =
- Quaternion.Euler(0f, (float)time.TotalHours * DegreesPerHour, 0f);
- DateTime time1 = DateTime.Now;
- Debug.Log("System.DateTime.Now.Hour: " + DateTime.Now.Hour);
- Quaternion.Euler(0, DateTime.Now.Hour, 0);
- Quaternion.Euler(0f, DateTime.Now.Hour * 30f, 0f);
- const float degreesPerHour = 30f;
- hoursTransform.localRotation =
- Quaternion.Euler(0f, DateTime.Now.Hour * degreesPerHour, 0f);
- TimeSpan time2 = DateTime.Now.TimeOfDay;
- minutesTransform.localRotation =
- Quaternion.Euler(0f, (float)time.TotalMinutes * DegreesPerMinute, 0f);
- Debug.Log("System.DateTime.Now.Minute: " + DateTime.Now.Minute);
- Quaternion.Euler(0, DateTime.Now.Minute, 0);
- Quaternion.Euler(0f, DateTime.Now.Minute * 6f, 0f);
- const float degreesPerMinute = 6f;
- minutesTransform.localRotation =
- Quaternion.Euler(0f, DateTime.Now.Minute * degreesPerMinute, 0f);
- TimeSpan time3 = DateTime.Now.TimeOfDay;
- secondsTransform.localRotation =
- Quaternion.Euler(0f, (float)time.TotalSeconds * DegreesPerSecond, 0f);
- Debug.Log("System.DateTime.Now.Second: " + DateTime.Now.Second);
- Quaternion.Euler(0, DateTime.Now.Second, 0);
- Quaternion.Euler(0f, DateTime.Now.Second * 6f, 0f);
- const float degreesPerSecond = 1f;
- secondsTransform.localRotation =
- Quaternion.Euler(0f, DateTime.Now.Second * degreesPerSecond, 0f);
- }
- }
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