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ac4039595c
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mod_time_base_name = Motor del tiempo
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mod_time_base_desc = Subsistema del tiempo del motor: el controlador del reloj del juego, el widget del reloj en el HUD, la pila de iluminación 2D (UiLightController, LampBehaviour, LightDef) y la acción de escenario lighting.clear_map.
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mod_time_base_name = 時間エンジン
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mod_time_base_desc = エンジンの時間サブシステム:ゲーム内時計のコントローラー、HUD の時計ウィジェット、2D ライティング(UiLightController、LampBehaviour、LightDef)、シナリオアクション lighting.clear_map。
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mod_time_base_name = 시간 엔진
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mod_time_base_desc = 엔진 시간 하위 시스템: 게임 내 시계 컨트롤러, HUD 시계 위젯, 2D 조명 스택(UiLightController, LampBehaviour, LightDef), lighting.clear_map 시나리오 액션.
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mod_time_base_name = Engine thời gian
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mod_time_base_desc = Hệ thống con thời gian của engine: bộ điều khiển đồng hồ trong game, widget đồng hồ trên HUD, ngăn xếp chiếu sáng 2D (UiLightController, LampBehaviour, LightDef) và hành động kịch bản lighting.clear_map.
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mod_time_base_name = 时间引擎
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mod_time_base_desc = 引擎时间子系统:游戏内时钟控制器、HUD 时钟组件、2D 光照栈(UiLightController、LampBehaviour、LightDef)以及 lighting.clear_map 剧本动作。
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@@ -459,13 +459,12 @@ namespace Cthangover.Mods.Time
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return SceneContextNode.FindNode<LampBehaviour>("Lamp");
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}
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//
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// 06:00-10:00 - Morning
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// 10:00-18:00 - Day
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// 18:00-22:00 - Evening
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// 22:00-06:00 - Night
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//
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private static Vector4 CalculateTimeWeights(float hour)
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/// <summary>
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/// Blend weights of the four phases (morning, day, evening, night) for an hour 0–24, with
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/// two-hour cross-fades between them — the <c>time_weights</c> uniform of the time shaders.
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/// Public so other lit views (the RPG map) follow the same day as the backgrounds.
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/// </summary>
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public static Vector4 CalculateTimeWeights(float hour)
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{
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float night = 0.0f;
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float morning = 0.0f;
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