[WIP] Low poly top down crafting game

Dear friends I would like to make game like following:

This is going to be similar so I want to work on basic mechanics and crafting abilities, particles and time of day. I would like to use standard render pipeline for this one. More to follow when friend puts together some graphics.

Thanks

First quick time of day.

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

public class rotate : MonoBehaviour {

    public float speed = 50.0f;
    Vector3 angle;
    float rotation = 0f;
    public enum Axis
    {
        X,
        Y,
        Z
    }
    public Axis axis = Axis.X;
    public bool direction = true;

    void Start()
    {
        angle = transform.localEulerAngles;
    }

    void Update()
    {
       switch(axis)
       {
           case Axis.X:
                transform.localEulerAngles = new Vector3(Rotation(), angle.y, angle.z);
               break;
           case Axis.Y:
                transform.localEulerAngles = new Vector3(angle.x, Rotation(), angle.z);
               break;
           case Axis.Z:
               transform.localEulerAngles = new Vector3(angle.x, angle.y, Rotation());
               break;
        }
    }

    float Rotation()
    {
        rotation += speed * Time.deltaTime;
        if (rotation >= 360f)
            rotation -= 360f; // this will keep it to a value of 0 to 359.99...
        return direction ? rotation : -rotation;
    }
}

Movement

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


 public class targetMove : MonoBehaviour
 {
     public float transitionDuration = 2.5f;

     Vector3 newPosition;

     void Start () {
         newPosition = transform.position;
     }
     void Update()
     {
         if (Input.GetMouseButtonDown(0))
         {
             RaycastHit hit;
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             if (Physics.Raycast(ray, out hit))
             {
                 newPosition = hit.point;
                 //transform.position = newPosition;

                 StartCoroutine(Transition());
                 //transform.position = Vector3.Lerp(transform.position, newPosition, 5.0f * Time.deltaTime);
             }
         }
     }


  

    IEnumerator Transition()
    {
        float t = 0.0f;
        Vector3 startingPos = transform.position;
        while (t < 1.0f)
        {
            t += Time.deltaTime * (Time.timeScale/transitionDuration);


            transform.position = Vector3.Lerp(startingPos, newPosition, t);
            yield return 0;
        }

    }


 }

Dear friend, some big news. I stumbled on much better tutorial for movement here by someone called ‘brackeys.’

Will try to work into game today.