@tool extends DirectionalLight3D class_name DayNightController @export var grid_manager_path: NodePath @export_range(1.0, 48.0, 0.5) var day_length_hours: float = 12.0 @export_range(1.0, 600.0, 1.0) var real_seconds_per_game_hour: float = 60.0 @export_range(0.0, 48.0, 0.25) var start_time_of_day_hours: float = 6.0 @export var orbit_axis: Vector3 = Vector3(1.0, 0.0, -1.0) @export_range(0.0, 90.0, 0.5) var inclination_degrees: float = 35.0 var _grid_manager: Node3D = null var _time_of_day_hours: float = 0.0 func _ready() -> void: set_process(true) _resolve_references() _time_of_day_hours = clamp(start_time_of_day_hours, 0.0, day_length_hours) _apply_sun_lighting() func _process(delta: float) -> void: if Engine.is_editor_hint(): return if day_length_hours <= 0.0 or real_seconds_per_game_hour <= 0.0: return _time_of_day_hours = fposmod(_time_of_day_hours + delta / real_seconds_per_game_hour, day_length_hours) _apply_sun_lighting() func _resolve_references() -> void: if grid_manager_path != NodePath(): _grid_manager = get_node_or_null(grid_manager_path) else: _grid_manager = get_parent() as Node3D func _apply_sun_lighting() -> void: if day_length_hours <= 0.0: return var cycle: float = 0.0 if day_length_hours > 0.0: cycle = fposmod(_time_of_day_hours / day_length_hours, 1.0) var sun_angle: float = cycle * TAU var axis: Vector3 = orbit_axis.normalized() if axis.length() == 0.0: axis = Vector3.RIGHT var direction: Vector3 = Vector3.UP.rotated(axis, sun_angle) direction = direction.rotated(Vector3.UP, deg_to_rad(inclination_degrees)).normalized() var target: Vector3 = _grid_manager.global_transform.origin if _grid_manager else global_transform.origin var sun_distance: float = 60.0 var sun_position: Vector3 = target - direction * sun_distance var up_vector: Vector3 = Vector3.UP if direction.is_equal_approx(up_vector) or direction.is_equal_approx(-up_vector): up_vector = Vector3.FORWARD look_at_from_position(sun_position, target, up_vector) var daylight: float = clamp(direction.y * 0.5 + 0.5, 0.0, 1.0) var dawn_color: Color = Color(0.95, 0.58, 0.32) var night_color: Color = Color(0.12, 0.18, 0.35) var day_color: Color = Color(1.0, 0.96, 0.88) var warm_mix: Color = dawn_color.lerp(day_color, clamp((daylight - 0.25) / 0.5, 0.0, 1.0)) light_color = night_color.lerp(warm_mix, daylight) light_energy = lerp(0.05, 1.25, daylight) shadow_enabled = daylight > 0.1