Quick Start
Start with a tiny working version
Day-night systems and timed events can make a world feel alive, but they only work well when players understand what the clock means for their next decision. Maybe enemies become stronger at night, a shop closes at dusk, or a defense event starts on a schedule.
Build it in small code pieces
1. 値を用意する
Inspectorで変更できる値と表示先を置きます。
[SerializeField] private TextMeshProUGUI statusText;
[SerializeField] private float dayHour = 1f;
[SerializeField] private float eventHour = 2f;
[SerializeField] private float timeScale = 3f;2. 状態を変える
ボタンを押した時に、1つだけ状態を進めます。
public void NextStep()
{
step = (step + 1) % 3;
var label = step == 0 ? "朝を表示" : step == 1 ? "夕方へ進む" : "イベント時刻を知らせる";
if (statusText != null)
{
statusText.text = $"{label}\ndayHour={dayHour:0.##}\neventHour={eventHour:0.##}\ntimeScale={timeScale:0.##}";
}3. 画面に表示する
変わった結果を画面に出して確認します。
if (statusText != null)
{
statusText.text = $"{label}\ndayHour={dayHour:0.##}\neventHour={eventHour:0.##}\ntimeScale={timeScale:0.##}";
}
Debug.Log($"昼夜変化とイベント時刻: {label}");Complete script
using UnityEngine;
using TMPro;
public class DayNightTimerTutorial : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI statusText;
[SerializeField] private float dayHour = 1f;
[SerializeField] private float eventHour = 2f;
[SerializeField] private float timeScale = 3f;
private int step;
public void NextStep()
{
step = (step + 1) % 3;
var label = step == 0 ? "朝を表示" : step == 1 ? "夕方へ進む" : "イベント時刻を知らせる";
if (statusText != null)
{
statusText.text = $"{label}\ndayHour={dayHour:0.##}\neventHour={eventHour:0.##}\ntimeScale={timeScale:0.##}";
}
Debug.Log($"昼夜変化とイベント時刻: {label}");
}
}Inspector
Summary
What to take away
A practical guide to showing time-of-day shifts, timed events, and upcoming schedule changes without making players miss the moments that matter.
The page is designed to help you move from reading to a small practical decision. Use the checklist above before jumping into the next related article.
