DayNightController.Update C# (CSharp) Method

Update() public method

public Update ( ) : void
return void
    void Update()
    {
        if (_dayMorningNight == true) {
            _HudstatsRight.GetComponent<Text> ().text = "DAY\n" + "-   " + _days + "   -";
        }
        if (_dayMorningNight == false) {
            _HudstatsRight.GetComponent<Text> ().text = "NIGHT\n" + "-   " + _days + "   -";
        }

        // Updates the sun's rotation and intensity according to the current time of day.
        UpdateSun ();

        // This makes currentTimeOfDay go from 0 to 1 in the number of seconds we've specified.
        currentTimeOfDay += (Time.deltaTime / secondsInFullDay) * timeMultiplier;

        // If currentTimeOfDay is 1 (midnight) set it to 0 again so we start a new day.
        if (currentTimeOfDay >= 1) {
            _days ++;
            currentTimeOfDay = 0;
        }

        //Day or night detection
        if (currentTimeOfDay > 0.22f && currentTimeOfDay < 0.73f) {
            _dayMorningNight = true;
        } else {
            _dayMorningNight = false;
        }

        //Sand effect activation
        if (_dayMorningNight == true) {
            _sandEffect.SetActive (true);
            if (_PointLightNight.GetComponent<Light> ().intensity <= 0) {
                _PointLightNight.GetComponent<Light> ().intensity = 0;
            } else {
                _PointLightNight.GetComponent<Light> ().intensity -= 0.8f * Time.deltaTime;
            }
        }
        if (_dayMorningNight == false) {
            _sandEffect.SetActive (false);
            if (_PointLightNight.GetComponent<Light> ().intensity >= 1.5f) {
                _PointLightNight.GetComponent<Light> ().intensity = 1.5f;
            } else {
                _PointLightNight.GetComponent<Light> ().intensity += 0.8f * Time.deltaTime;
            }
        }
    }