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- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,game,owner = owner,game
- local RealPlayer = Player
- do
- print("FE Compatibility code by Mokiros")
- local rp = RealPlayer
- script.Parent = rp.Character
- --RemoteEvent for communicating
- local Event = Instance.new("RemoteEvent")
- Event.Name = "UserInput_Event"
- --Fake event to make stuff like Mouse.KeyDown work
- local function fakeEvent()
- local t = {_fakeEvent=true,Functions={},Connect=function(self,f)table.insert(self.Functions,f) end}
- t.connect = t.Connect
- return t
- end
- --Creating fake input objects with fake variables
- local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent(),Button2Up=fakeEvent(),Button2Down=fakeEvent()}
- local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
- local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
- CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
- end}
- --Merged 2 functions into one by checking amount of arguments
- CAS.UnbindAction = CAS.BindAction
- --This function will trigger the events that have been :Connect()'ed
- local function te(self,ev,...)
- local t = m[ev]
- if t and t._fakeEvent then
- for _,f in pairs(t.Functions) do
- f(...)
- end
- end
- end
- m.TrigEvent = te
- UIS.TrigEvent = te
- Event.OnServerEvent:Connect(function(plr,io)
- if plr~=rp then return end
- m.Target = io.Target
- m.Hit = io.Hit
- if not io.isMouse then
- local b = io.UserInputState == Enum.UserInputState.Begin
- if io.UserInputType == Enum.UserInputType.MouseButton1 then
- return m:TrigEvent(b and "Button1Down" or "Button1Up")
- end
- if io.UserInputType == Enum.UserInputType.MouseButton2 then
- return m:TrigEvent(b and "Button2Down" or "Button2Up")
- end
- for _,t in pairs(CAS.Actions) do
- for _,k in pairs(t.Keys) do
- if k==io.KeyCode then
- t.Function(t.Name,io.UserInputState,io)
- end
- end
- end
- m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
- UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false)
- end
- end)
- Event.Parent = NLS([==[
- local Player = game:GetService("Players").LocalPlayer
- local Event = script:WaitForChild("UserInput_Event")
- local Mouse = Player:GetMouse()
- local UIS = game:GetService("UserInputService")
- local input = function(io,a)
- if a then return end
- --Since InputObject is a client-side instance, we create and pass table instead
- Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState,Hit=Mouse.Hit,Target=Mouse.Target})
- end
- UIS.InputBegan:Connect(input)
- UIS.InputEnded:Connect(input)
- local h,t
- --Give the server mouse data 30 times every second, but only if the values changed
- --If player is not moving their mouse, client won't fire events
- while wait(1/30) do
- if h~=Mouse.Hit or t~=Mouse.Target then
- h,t=Mouse.Hit,Mouse.Target
- Event:FireServer({isMouse=true,Target=t,Hit=h})
- end
- end]==],Player.Character)
- ----Sandboxed game object that allows the usage of client-side methods and services
- --Real game object
- local _rg = game
- --Metatable for fake service
- local fsmt = {
- __index = function(self,k)
- local s = rawget(self,"_RealService")
- if s then
- return typeof(s[k])=="function"
- and function(_,...)return s[k](s,...)end or s[k]
- end
- end,
- __newindex = function(self,k,v)
- local s = rawget(self,"_RealService")
- if s then s[k]=v end
- end
- }
- local function FakeService(t,RealService)
- t._RealService = typeof(RealService)=="string" and _rg:GetService(RealService) or RealService
- return setmetatable(t,fsmt)
- end
- --Fake game object
- local g = {
- GetService = function(self,s)
- return rawget(self,s) or _rg:GetService(s)
- end,
- Players = FakeService({
- LocalPlayer = FakeService({GetMouse=function(self)return m end},Player)
- },"Players"),
- UserInputService = FakeService(UIS,"UserInputService"),
- ContextActionService = FakeService(CAS,"ContextActionService"),
- RunService = FakeService({
- _btrs = {},
- RenderStepped = _rg:GetService("RunService").Heartbeat,
- BindToRenderStep = function(self,name,_,fun)
- self._btrs[name] = self.Heartbeat:Connect(fun)
- end,
- UnbindFromRenderStep = function(self,name)
- self._btrs[name]:Disconnect()
- end,
- },"RunService")
- }
- rawset(g.Players,"localPlayer",g.Players.LocalPlayer)
- g.service = g.GetService
- FakeService(g,game)
- --Changing owner to fake player object to support owner:GetMouse()
- game,owner = g,g.Players.LocalPlayer
- end
- lp=game.Players.LocalPlayer
- local Tool = Instance.new('HopperBin',lp.Backpack)
- Tool.Name='MoveSun'
- -- convert number (in hours) to TimeOfDay string
- -- because TimeOfDay doesn't cast numbers as expected (3.7 -> 03:07:00 instead of 3:42:00)
- local function ToTimeOfDay(n)
- n = n % 24
- local i,f = math.modf(n)
- local m = f*60
- local mi,mf = math.modf(m)
- m = tostring(math.abs(math.floor(m)))
- local s = tostring(math.abs(math.floor(mf*60)))
- return i..":"..string.rep("0",2-#m)..m..":"..string.rep("0",2-#s)..s
- end
- -- convert TimeOfDay string to number (in hours)
- local function FromTimeOfDay(t)
- local signed,h,m,s = t:match("^(%-?)(%d+):(%d+):(%d+)$")
- s = tonumber(s)/60
- m = tonumber(m + s)/60
- h = tonumber(h) + m
- return h * (#signed > 0 and -1 or 1)
- end
- local function rad_sc(n)
- return n/(math.pi*2)
- end
- local function sc_rad(n)
- return n*(math.pi*2)
- end
- -- convert direction to latitude (as GeographicLatitude) and longitude (as TimeOfDay)
- local function ToLatLon(d)
- d = Vector3.new(-d.x,-d.y,d.z) -- derp derp derp derp derp
- local lat = math.atan2(d.z,math.sqrt(d.x^2 + d.y^2))
- local lon = math.atan2(d.y,d.x)
- lat = rad_sc(lat)*360 + 23.5
- lon = ToTimeOfDay(rad_sc(lon)*24 - 6)
- return lat,lon
- end
- --[[
- -- convert lat and lon to direction (doesn't work)
- local function to_dir(lat,lon)
- lat = sc_rad((lat - 23.5)/360)
- lon = sc_rad((FromTimeOfDay(lon) + 6)/24)
- return Vector3.new(
- (math.cos(lat)*math.cos(lon)),
- (math.cos(lat)*math.sin(lon)),
- math.sin(lat)
- )
- end
- ]]
- local Event = {}
- local function Disconnect(...)
- for _,name in pairs{...} do
- if Event[name] then
- Event[name]:disconnect()
- Event[name] = nil
- end
- end
- end
- local Lighting = Game:GetService("Lighting")
- local down = false
- local P = 0.02
- local D = 16
- local position = Lighting:GetSunDirection()
- local velocity = Vector3.new(0,0,0)
- local goal = Lighting:GetSunDirection()
- local active = false
- local function Activate(Mouse)
- position = Lighting:GetSunDirection()
- goal = Lighting:GetSunDirection()
- active = true
- Event.Down = Mouse.Button1Down:connect(function()
- down = true
- goal = Mouse.UnitRay.Direction
- end)
- Event.Up = Mouse.Button1Up:connect(function()
- down = false
- end)
- Event.Move = Mouse.Move:connect(function()
- if down then
- goal = Mouse.UnitRay.Direction
- end
- end)
- asd = game:GetService'RunService'.RenderStepped:connect(function()
- velocity = Vector3.new(
- velocity.x + P * ((goal.x - position.x) + D * -velocity.x),
- velocity.y + P * ((goal.y - position.y) + D * -velocity.y),
- velocity.z + P * ((goal.z - position.z) + D * -velocity.z)
- )
- position = position + velocity
- local lat,lon = ToLatLon(position)
- Lighting.GeographicLatitude = lat
- Lighting.TimeOfDay = lon
- --print(lon)
- --wait()
- end)
- end
- local function Deactivate()
- active = false
- down = false
- asd:disconnect()
- Disconnect("Down","Up","Move")
- end
- Tool.Selected:connect(Activate)
- Tool.Deselected:connect(Deactivate)
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