mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-05 15:57:32 +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>
62 lines
1.8 KiB
C#
62 lines
1.8 KiB
C#
using System;
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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_AirRally
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{
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public class RvlBirds : MonoBehaviour
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{
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[Header("Birds")]
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[SerializeField] private SpriteRenderer[] srs;
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[SerializeField] private Animator[] birdAnims;
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[Header("Properties")]
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[SerializeField] private float birdSpeedX = 0.2f;
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[SerializeField] private float birdSpeedZ = 0.5f;
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[NonSerialized] public float speedMultX = 1f;
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[NonSerialized] public float speedMultZ = 1f;
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[SerializeField] private bool isRainbow = false;
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private double fadeInBeat = double.MinValue;
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private float defaultOpacity;
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private void Awake()
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{
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if (srs.Length != 0) defaultOpacity = srs[0].color.a;
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foreach (var anim in birdAnims)
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{
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anim.Play("Idle", 0, UnityEngine.Random.Range(0f, 1f));
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}
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RainbowUpdate();
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}
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private void Update()
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{
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if (!Conductor.instance.isPlaying) return;
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float moveX = birdSpeedX * speedMultX * Time.deltaTime;
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float moveZ = birdSpeedZ * speedMultZ * Time.deltaTime;
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transform.position = new Vector3(transform.position.x - moveX, transform.position.y, transform.position.z - moveZ);
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if (isRainbow) RainbowUpdate();
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}
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private void RainbowUpdate()
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{
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float normalizedBeat = Conductor.instance.GetPositionFromBeat(fadeInBeat, 1);
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float newA = Mathf.Lerp(0, defaultOpacity, normalizedBeat);
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foreach (var sr in srs)
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{
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sr.color = new Color(1, 1, 1, newA);
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}
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}
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public void FadeIn(double beat)
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{
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fadeInBeat = beat;
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}
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}
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}
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