getTimeOfDay
Definition
-- @/lua/ge/extensions/core/environment.lua:161
local function getTimeOfDay()
local timeObj = getObject("TimeOfDay")
if timeObj then
timeOfDay.time = timeObj.time
timeOfDay.play = timeObj.play
timeOfDay.dayScale = timeObj.dayScale
timeOfDay.azimuthOverride = timeObj.azimuthOverride
timeOfDay.nightScale = timeObj.nightScale
timeOfDay.dayLength = timeObj.dayLength
timeOfDay.startTime = timeObj.startTime
return timeOfDay
end
end
Callers
@/lua/ge/screenshot.lua
if core_environment then
res.tod = core_environment.getTimeOfDay()
end
@/lua/ge/extensions/core/quickAccess.lua
-- Get current time from environment service
local timeOfDay = core_environment.getTimeOfDay()
local currentTime = timeOfDay and timeOfDay.time or 0
onSelect = function()
local timeOfDay = core_environment.getTimeOfDay()
if timeOfDay then
@/lua/ge/extensions/editor/missionEditor/setupModules.lua
if im.BeginCombo("##todSelector", "...") then
if core_environment and core_environment.getTimeOfDay() then
if im.Selectable1("Default##todSelector") then
if im.Selectable1("Now##todSelector") then
local now = core_environment.getTimeOfDay().time
self.todInput[0] = now
@/lua/ge/extensions/trackbuilder/trackBuilder.lua
local function timeSettings()
local tod = core_environment.getTimeOfDay()
core_environment.setTimeOfDay(tod)
@/lua/ge/extensions/flowgraph/nodes/environment/setScatterSky.lua
-- This is needed to update the gradients
local tod = core_environment.getTimeOfDay()
core_environment.setTimeOfDay(tod)
@/lua/ge/extensions/flowgraph/nodes/environment/setTimeOfDay.lua
function C:_executionStarted()
--self.storedTod = core_environment.getTimeOfDay()
end
@/lua/ge/extensions/tech/techCore.lua
M.handleGetTimeOfDay = function(request)
local timeOfDay = core_environment.getTimeOfDay()
timeOfDay.timeStr = getTimeOfDay(true)
local timeOfDay = core_environment.getTimeOfDay()
timeOfDay.timeStr = getTimeOfDay(true)
request:sendResponse({type='TimeOfDay', data=timeOfDay})
M.handleTimeOfDayChange = function(request)
local timeOfDay = core_environment.getTimeOfDay()
local todIsNumber = type(request['time']) == 'number'
@/lua/ge/extensions/editor/objectTool.lua
if object and object:getClassName() == "TimeOfDay" then
local tod = core_environment.getTimeOfDay()
if tod then
@/lua/ge/extensions/gameplay/missions/missionManager.lua
mission.setupModules.environment._originalTimeOfDay = deepcopy(core_environment.getTimeOfDay() or {})
local fogDensity, fogObj = core_environment.getFogDensity()
mission.setupModules.environment._originalTimeOfDay.play = mission.setupModules.environment._originalTimeOfDay.play and true or false
local tod = deepcopy(core_environment.getTimeOfDay())
tod.time = mission.setupModules.environment.time
@/lua/ge/extensions/flowgraph/nodes/environment/getTimeOfDay.lua
function C:work()
local tod = core_environment.getTimeOfDay()
self.pinOut.time.value = tod.time
@/lua/ge/extensions/freeroam/bigMapMode.lua
local function setTime(time)
local tod = core_environment.getTimeOfDay()
if tod then
local currentTod = core_environment.getTimeOfDay()
if currentTod then
previousFogDensity = core_environment.getFogDensity()
previousTod = core_environment.getTimeOfDay() and core_environment.getTimeOfDay().time
previousUiVisibility = ui_visibility.get()
previousFogDensity = core_environment.getFogDensity()
previousTod = core_environment.getTimeOfDay() and core_environment.getTimeOfDay().time
previousUiVisibility = ui_visibility.get()
@/lua/ge/extensions/gameplay/parking.lua
if filters.useProbability then
local timeObj = core_environment.getTimeOfDay()
if timeObj and timeObj.time then
@/ui/lib/int/beamng-data.js
return setInterval(function () {
bngApi.engineLua('core_environment.getTimeOfDay()', (timeObj) => {
if (timeObj) {
@/ui/modules/photomode/photomode.js
bngApi.engineLua('core_environment.getTimeOfDay()',
(data) => {
$scope.$watch('photo.environment.state.time', function(value) {
bngApi.engineLua('getTimeOfDay(true)',
(data) => {
$scope.$watch('photo.environment.state.azimuthOverride', function(value) {
bngApi.engineLua('core_environment.getTimeOfDay(true)',
(data) => {
@/lua/ge/extensions/flowgraph/nodes/gameplay/rally/countdownSynced.lua
function C:getTimeOfDay()
-- Shim to get time of day from environment extension
if core_environment then
return core_environment.getTimeOfDay()
end
-- Initialize test mode based on current environment time
local currentTime = self:getTimeOfDay()
if currentTime and currentTime.time then
@/lua/ge/extensions/core/environment.lua
local function cycleTimeOfDay()
local v = getTimeOfDay()
if not v then return end
local res = {}
local timeObj = getTimeOfDay()
if timeObj then
local tod = getTimeOfDay()
if not tod or not tod.time then
local tod = getTimeOfDay()
if tod then
@/lua/ge/extensions/editor/vehicleEditor/veToolbar.lua
local tod = core_environment.getTimeOfDay()
if tod then
@/lua/ge/ge_utils.lua
-- uses 24h time format
function getTimeOfDay(asString)
local tod = getObjectByClass("TimeOfDay")
@/lua/ge/extensions/gameplay/rally/loop/stagedCountdownTest.lua
local function getTimeOfDay()
-- Shim to get time of day from environment extension
if core_environment then
return core_environment.getTimeOfDay()
end
-- Initialize test mode based on current environment time
local currentTime = getTimeOfDay()
if currentTime and currentTime.time then
@/lua/ge/extensions/freeroam/freeroam.lua
end
local time = core_environment.getTimeOfDay()
core_environment.setTimeOfDay({play = true, dayScale = dayScale, nightScale = nightScale, time = time.time})
@/lua/ge/extensions/flowgraph/modules/missionModule.lua
if obj then
local tod = core_environment.getTimeOfDay()
if tod and tod.time >= 0.225 and tod.time <= 0.775 then
@/lua/ge/extensions/gameplay/rally/loop/rallyLoopManager.lua
-- Initialize wall clock with current environment time of day
local currentTime = self:getTimeOfDay()
if currentTime and currentTime.time then
function C:getTimeOfDay()
-- Shim to get time of day from environment extension
if core_environment then
local tod = core_environment.getTimeOfDay()
if tod then
-- Get time of day and format as HH:MM:SS / HH:MM:SS AM/PM
local tod = self:getTimeOfDay()
if not tod or not tod.time then
@/lua/ge/extensions/gameplay/traffic/vehicle.lua
function C:checkTimeOfDay() -- checks time of day
local timeObj = core_environment.getTimeOfDay()
local isDaytime = true
@/lua/ge/extensions/editor/mainToolbar.lua
im.TableNextRow()
local tod = core_environment.getTimeOfDay()
if tod then
@/lua/ge/extensions/scenario/scenarios.lua
if objName == 'tod' then
local tod = core_environment.getTimeOfDay()
if tod then
@/lua/ge/extensions/util/trackBuilder/splineTrack.lua
exported.environment = {
tod = core_environment.getTimeOfDay(),
fog = core_environment.getFogDensity()}