How do you get the 24 Hour Time from rotation on the x axis?

I made a day-night script, and wish to make a method in it which is called every frame to get the 24 hour time based on it’s rotation, but I tried for about a week and had no luck. (Also does anyone know how to add stars?) Here’s my code so far:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class DayNight : MonoBehaviour {

	public float MinutesInOneDay = 1.0f;

	public Text DisplayMins;
	public Text ActualMins;

	public static string CurrentDayTime="00:00";

	float timer;
	float turnSpeed;

	// Use this for initialization
	void Start () {
		timer = (transform.rotation.x / 60.0f) * 360;
	}
	
	// Update is called once per frame
	void Update () {
		UpdateLights ();

		turnSpeed = 360.0f / (MinutesInOneDay * 60.0f) * Time.deltaTime;
		transform.RotateAround(transform.position, transform.right, (-1)*turnSpeed);
		checkTime ();
	}

	void UpdateLights(){
		Light l = GetComponent<Light> ();
		if (isNight ()) {
			if (l.intensity > 0.0f) {
				l.intensity -= 0.05f;
			}
		} else {
			if(l.intensity < 1.0f) {
				l.intensity += 0.05f;
			}
		}
	}

	bool isNight() {
		bool c = false;
		if (timer > (MinutesInOneDay * 60.0f)) {
			c = true;
		}
		return c;
	}

	void checkTime(){
		float rot=float.Parse(transform.eulerAngles.x.ToString());
		//print (rot.ToString());

		int currMinutes = (Mathf.RoundToInt(rot/0.25f));
		print ("currMinutes: "+(currMinutes).ToString());
		int currHours = 25-(int.Parse(Mathf.Floor(rot/15).ToString()));
		int currDisplayMinutes=currMinutes-(currHours*60);

		CurrentDayTime = currHours.ToString() + " : " + currDisplayMinutes.ToString();
		DisplayMins.text= "Time: " + CurrentDayTime;
		ActualMins.text="currMinutes: " + currMinutes.ToString();
	}
}

I am not going to answer this question directly by editing your own code, but there’s a free asset on the unity assetstore for day/night cycles wich has hours, minutes and am/pm as public variable. I hope it still helps you:

[it’s still working in unity 2017.3.0f3 64bit]