Adjusted sky update interval, added clothing assets
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@@ -39,9 +39,9 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnPushTimeToSkySignature, const FTi
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/**
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* The single authoritative clock (GDD §2.4, §10.1). Owns time-of-day and the
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* calendar in C++ and pushes the current time to the UltraDynamicSky actor each
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* in-game minute via ANakedDesireGameMode::SetCurrentTime — inverting the old
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* BP-drives-time flow. Persists to UGlobalSaveGameData (MinuteOfDay / DaysPassed).
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* calendar in C++ and pushes the current time to the UltraDynamicSky actor at 30fps
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* (SKY_PUSH_INTERVAL_SECONDS) via ANakedDesireGameMode::SetCurrentTime — inverting the
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* old BP-drives-time flow. Persists to UGlobalSaveGameData (MinuteOfDay / DaysPassed).
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*
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* The calendar rolls at 04:00 (DAY_ROLL_HOUR); the day phase flips at 08:00 / 20:00.
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* Weekly rent is charged every WEEK_LENGTH_DAYS-th roll; follower income deposits
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@@ -121,13 +121,15 @@ public:
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FOnPushTimeToSkySignature OnPushTimeToSky;
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private:
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void AdvanceClock(double DeltaMinutes);
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// bForceSkyPush bypasses the 30fps throttle for discrete jumps (skips / load),
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// so the sky snaps to the new time immediately instead of waiting a frame.
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void AdvanceClock(double DeltaMinutes, bool bForceSkyPush = false);
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void HandleHourBoundary(int32 HourOfDay); // 0–23
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void SetPhase(EDayPhase NewPhase);
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void AdvanceCalendarDay();
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void ChargeWeeklyRent();
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void DepositDailyFollowerIncome();
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void PushTimeToSky();
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void PushTimeToSky(bool bForce = false);
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static EDayPhase ComputePhase(float InMinuteOfDay);
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@@ -135,8 +137,8 @@ private:
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void RestorePlayerEnergy() const;
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void Autosave() const;
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// Last whole in-game minute pushed to the sky, to throttle the push to ~1/min.
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int32 LastPushedMinute = -1;
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// Real-time stamp (seconds, FApp clock) of the last sky push, to throttle to 30fps.
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double LastSkyPushRealTime = -1.0;
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EDayPhase CurrentPhase = EDayPhase::Day;
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TSet<FName> PauseReasons;
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bool bBegunPlay = false;
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