fix clouds

This commit is contained in:
minenice55 2023-01-31 22:30:57 -05:00
parent 99d987065d
commit 3c37d450f1
7 changed files with 581 additions and 5643 deletions

File diff suppressed because it is too large Load diff

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@ -0,0 +1,71 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Scripts_AirRally
{
public class Cloud : MonoBehaviour
{
[SerializeField] Sprite[] sprites;
[SerializeField] Vector3 spawnRange;
[SerializeField] float baseSpeed = 1f;
[SerializeField] float fadeDist = 10f;
[SerializeField] float lifeTime = 6f;
[SerializeField] float fadeInTime = 0.25f;
Camera cam;
SpriteRenderer spriteRenderer;
float time = 0f;
public bool isWorking = false;
public void Init()
{
cam = GameCamera.GetCamera();
spriteRenderer = GetComponent<SpriteRenderer>();
spriteRenderer.color = new Color(1, 1, 1, 0);
}
// Update is called once per frame
void Update()
{
time += Time.deltaTime;
transform.position += Vector3.forward * -baseSpeed * Time.deltaTime;
// get distance to camera
float dist = Vector3.Distance(cam.transform.position, transform.position);
if (dist <= fadeDist)
{
spriteRenderer.color = new Color(1, 1, 1, Mathf.Clamp01(dist / fadeDist));
}
else if (time < fadeInTime)
{
spriteRenderer.color = new Color(1, 1, 1, Mathf.Clamp01(time/fadeInTime));
}
if (time > lifeTime)
{
isWorking = false;
gameObject.SetActive(false);
spriteRenderer.color = new Color(1, 1, 1, 0);
}
}
public void StartCloud(Vector3 origin, bool prebake)
{
isWorking = true;
time = 0f;
gameObject.SetActive(true);
spriteRenderer.sprite = sprites[Random.Range(0, sprites.Length)];
transform.position = origin;
transform.position += new Vector3(Random.Range(-spawnRange.x, spawnRange.x), Random.Range(-spawnRange.y, spawnRange.y), Random.Range(-spawnRange.z, spawnRange.z));
if (prebake)
{
time = Random.Range(0, lifeTime);
transform.position += Vector3.forward * -baseSpeed * time;
float dist = Vector3.Distance(cam.transform.position, transform.position);
spriteRenderer.color = new Color(1, 1, 1, Mathf.Clamp01(dist / fadeDist));
}
}
}
}

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@ -0,0 +1,65 @@
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);
}
}
}
}

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@ -30,7 +30,7 @@ namespace HeavenStudio.Games.Scripts_AirRally
void Start() void Start()
{ {
transform.position = OtherTarget.position;
} }
// Update is called once per frame // Update is called once per frame