65 lines
1.7 KiB
C#
65 lines
1.7 KiB
C#
|
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] int cloudsToPreBake = 10;
|
||
|
[SerializeField] float cloudRepeatRate = 0.1f;
|
||
|
|
||
|
|
||
|
Cloud[] pool;
|
||
|
float time = 0f;
|
||
|
float lastTime = 0f;
|
||
|
|
||
|
// Start is called before the first frame update
|
||
|
void Start()
|
||
|
{
|
||
|
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);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|