smooth minute too
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parent
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commit
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@ -59,7 +59,7 @@ namespace HeavenStudio.Games.Scripts_MonkeyWatch
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{
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{
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var nowTime = System.DateTime.Now;
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var nowTime = System.DateTime.Now;
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SetArrowsToTime(nowTime.Hour, nowTime.Minute);
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SetArrowsToTime(nowTime.Hour, nowTime.Minute, nowTime.Second);
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}
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}
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}
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}
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@ -71,17 +71,17 @@ namespace HeavenStudio.Games.Scripts_MonkeyWatch
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realTime = timeMode == MonkeyWatch.TimeMode.RealTime;
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realTime = timeMode == MonkeyWatch.TimeMode.RealTime;
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if (!realTime)
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if (!realTime)
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{
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{
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SetArrowsToTime(hours, minutes);
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SetArrowsToTime(hours, minutes, 0);
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}
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}
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Update();
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Update();
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}
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}
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private void SetArrowsToTime(int hours, int minutes)
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private void SetArrowsToTime(int hours, int minutes, int seconds)
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{
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{
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float normalizedHour = Mathp.Normalize(hours + (minutes / 60f), 0f, 12f);
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float normalizedHour = Mathp.Normalize(hours + (minutes / 60f) + (seconds / 3600f), 0f, 12f);
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anchorHour.localEulerAngles = new Vector3(0, 0, -Mathf.LerpUnclamped(0, 360, normalizedHour));
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anchorHour.localEulerAngles = new Vector3(0, 0, -Mathf.LerpUnclamped(0, 360, normalizedHour));
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float normalizedMinute = Mathp.Normalize(minutes, 0, 60);
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float normalizedMinute = Mathp.Normalize(minutes + (seconds / 60f), 0, 60);
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anchorMinute.localEulerAngles = new Vector3(0, 0, -Mathf.LerpUnclamped(0, 360, normalizedMinute));
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anchorMinute.localEulerAngles = new Vector3(0, 0, -Mathf.LerpUnclamped(0, 360, normalizedMinute));
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}
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}
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}
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}
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