mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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81d2e3af68
* fix clouds * add hit effects fix jank with shuttle movement * make near miss effect snap to player hit position * add easing to forthington movement * try different shuttle rotation method * Revert "try different shuttle rotation method" This reverts commit 96c0d56fd6f3fe57be2aeabdd24e85c728da3097. * try other rotation method
65 lines
No EOL
1.7 KiB
C#
65 lines
No EOL
1.7 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_AirRally
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{
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public class CloudsManager : MonoBehaviour
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{
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[SerializeField] Transform cloudRoot;
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[SerializeField] GameObject cloudPrefab;
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[SerializeField] int maxCloudAmt = 32;
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[SerializeField] int cloudsToPreBake = 10;
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[SerializeField] float cloudRepeatRate = 0.1f;
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Cloud[] pool;
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float time = 0f;
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float lastTime = 0f;
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// Start is called before the first frame update
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void Start()
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{
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pool = new Cloud[maxCloudAmt];
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for (int i = 0; i < maxCloudAmt; i++)
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{
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GameObject cloudObj = Instantiate(cloudPrefab, cloudRoot);
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cloudObj.SetActive(false);
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pool[i] = cloudObj.GetComponent<Cloud>();
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pool[i].Init();
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}
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for (int i = 0; i < cloudsToPreBake; i++)
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{
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Cloud cloud = GetAvailableCloud();
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if (cloud != null)
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{
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cloud.StartCloud(cloudRoot.position, true);
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}
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}
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}
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Cloud GetAvailableCloud()
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{
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foreach (Cloud cloud in pool)
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{
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if (!cloud.isWorking)
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{
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return cloud;
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}
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}
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return null;
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}
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// Update is called once per frame
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void Update()
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{
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time += Time.deltaTime;
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if (time - lastTime > cloudRepeatRate)
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{
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lastTime = time;
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GetAvailableCloud()?.StartCloud(cloudRoot.position, false);
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}
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}
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}
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} |