mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-26 03:25:22 +00:00
84aad376cb
* smol tweaks * air rally is now recursive and has the bg sheet * everything has been reworked now * oopsie * toss + constant anims * catch * catch and alt ba bum bum bum * day/night cycle, needs accurate colors * enter, daynight fixes and start on cloud density options * cloud density options * fixes * islands basics * islands progress * island tweaks * more tweaks * final tweaks * Birds implemented * snowflakes, cloud speed changes, snowflake speed changes and forward pose * rainbow added, so gay * el background clouds * oop * boat and balloons * Trees added * reduced tree amounts --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com>
91 lines
No EOL
2.5 KiB
C#
91 lines
No EOL
2.5 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace HeavenStudio.Games.Scripts_AirRally
|
|
{
|
|
public class CloudsManager : MonoBehaviour
|
|
{
|
|
[SerializeField] Transform cloudRoot;
|
|
[SerializeField] GameObject cloudPrefab;
|
|
[SerializeField] int maxCloudAmt = 32;
|
|
[SerializeField] float prebakeMultiplier = 2.5f;
|
|
[SerializeField] private float cloudsPerSecond = 67;
|
|
private float cloudRepeatRate = 0.1f;
|
|
[NonSerialized] public float speedMult = 1f;
|
|
|
|
|
|
Cloud[] pool;
|
|
float time = 0f;
|
|
float lastTime = 0f;
|
|
|
|
// Start is called before the first frame update
|
|
public void Init()
|
|
{
|
|
SetCloudRate();
|
|
int cloudsToPreBake = Mathf.RoundToInt(cloudsPerSecond * prebakeMultiplier);
|
|
|
|
if (maxCloudAmt < cloudsToPreBake) maxCloudAmt = cloudsToPreBake;
|
|
|
|
pool = new Cloud[maxCloudAmt];
|
|
for (int i = 0; i < maxCloudAmt; i++)
|
|
{
|
|
GameObject cloudObj = Instantiate(cloudPrefab, cloudRoot);
|
|
cloudObj.SetActive(false);
|
|
pool[i] = cloudObj.GetComponent<Cloud>();
|
|
pool[i].Init();
|
|
}
|
|
|
|
for (int i = 0; i < cloudsToPreBake; i++)
|
|
{
|
|
Cloud cloud = GetAvailableCloud();
|
|
if (cloud != null)
|
|
{
|
|
cloud.StartCloud(cloudRoot.position, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
Cloud GetAvailableCloud()
|
|
{
|
|
foreach (Cloud cloud in pool)
|
|
{
|
|
if (!cloud.isWorking)
|
|
{
|
|
return cloud;
|
|
}
|
|
}
|
|
return null;
|
|
}
|
|
|
|
// Update is called once per frame
|
|
void Update()
|
|
{
|
|
time += Time.deltaTime;
|
|
if (time - lastTime > cloudRepeatRate)
|
|
{
|
|
lastTime = time;
|
|
GetAvailableCloud()?.StartCloud(cloudRoot.position, false);
|
|
}
|
|
}
|
|
|
|
public void SetCloudsPerSecond(int cloudsPerSec)
|
|
{
|
|
cloudsPerSecond = cloudsPerSec;
|
|
SetCloudRate();
|
|
}
|
|
|
|
private void SetCloudRate()
|
|
{
|
|
if (cloudsPerSecond == 0)
|
|
{
|
|
cloudRepeatRate = float.MaxValue;
|
|
}
|
|
else
|
|
{
|
|
cloudRepeatRate = 1 / cloudsPerSecond;
|
|
}
|
|
}
|
|
}
|
|
} |