mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-15 22:25:07 +00:00
3e20013a1a
* setup * scroll stuff * tons of stuff * totem bop * bopping and new assets * soem more * frog fit * fixed order of operation issue * triple proto * wow i love super curves * TRIPLE JUMP * frog fall * the spinny * dragon initial * functional dragon * fixed un bug * the deets * the deets have been fixed * miss stuff * smol fix * no log * fixed some issues * switch to next state * particle * remove useless logic * zoomed out * sound and line fix * new bg sheet * minor tweaks * pillar tops * background objects * background tweak * triple sound tweak * background rework * frog wings and new jump anim * fix * birds * disable pillars * landing end * fix again * minor fix * fixes and icon * background scroll logic rework * put in fixed sheet * fixed sounds
67 lines
2.1 KiB
C#
67 lines
2.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Games.Scripts_TotemClimb
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{
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public class TCBirdManager : MonoBehaviour
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{
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[SerializeField] private float _speedX;
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[SerializeField] private float _speedY;
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[SerializeField] private Transform _birdRef;
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[SerializeField] private Transform _deathThresholdPoint;
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[SerializeField] private Sprite _penguinSprite;
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private List<Bird> _birds = new();
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private void Update()
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{
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foreach (var bird in _birds)
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{
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if (bird.birdTransform == null) continue;
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bird.birdTransform.localPosition -= new Vector3(_speedX * bird.speed * Time.deltaTime, _speedY * bird.speed * Time.deltaTime);
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if (bird.birdTransform.localPosition.x <= _deathThresholdPoint.localPosition.x)
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{
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Destroy(bird.birdTransform.gameObject);
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}
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}
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_birds.RemoveAll(x => x.birdTransform == null);
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}
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public void AddBird(float speed, bool penguin, int amount)
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{
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amount = Mathf.Clamp(amount, 1, 3);
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Transform spawnedBird = Instantiate(_birdRef, transform);
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if (penguin)
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{
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spawnedBird.GetComponent<SpriteRenderer>().sprite = _penguinSprite;
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spawnedBird.GetChild(0).GetComponent<SpriteRenderer>().sprite = _penguinSprite;
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spawnedBird.GetChild(1).GetComponent<SpriteRenderer>().sprite = _penguinSprite;
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}
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spawnedBird.gameObject.SetActive(true);
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if (amount >= 2) spawnedBird.GetChild(0).gameObject.SetActive(true);
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if (amount == 3) spawnedBird.GetChild(1).gameObject.SetActive(true);
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_birds.Add(new Bird(speed, spawnedBird));
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}
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private struct Bird
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{
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public float speed;
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public Transform birdTransform;
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public Bird(float mSpeed, Transform mBirdTransform)
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{
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speed = mSpeed;
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birdTransform = mBirdTransform;
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}
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}
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}
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}
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