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Progression UI Design

Day-night cycle and event timer UI design guide

A practical guide to showing time-of-day shifts, timed events, and upcoming schedule changes without making players miss the moments that matter.

公開日: 2026-07-09#Time Systems#Progression UI#Event Display#Beginner

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。

DayNightTimerTutorial.cs
csharp
    [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。

DayNightTimerTutorial.cs
csharp
    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。

DayNightTimerTutorial.cs
csharp
        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

DayNightTimerTutorial.cs
csharp
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

Connect the UI reference in the Inspector, then use the button to confirm each value changes.

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.