fc5614dae2
* 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>
45 lines
1.4 KiB
C#
45 lines
1.4 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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using DG.Tweening;
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namespace HeavenStudio.Games.Scripts_AirRally
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{
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public class RvlIsland : MonoBehaviour
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{
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[NonSerialized] public IslandsManager manager;
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[NonSerialized] public Vector3 startPos;
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private float normalized = 0f;
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[NonSerialized] public float normalizedOffset = 0f;
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[SerializeField] private SpriteRenderer[] srs;
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private Tween[] fadeInTweens;
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private void Awake()
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{
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startPos = transform.position;
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fadeInTweens = new Tween[srs.Length];
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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 moveZ = Mathf.LerpUnclamped(startPos.z, startPos.z + manager.endZ, normalized);
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transform.position = new Vector3(transform.position.x, transform.position.y, moveZ);
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normalized += manager.speedMult * manager.additionalSpeedMult * Time.deltaTime;
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if (transform.position.z < manager.endZ)
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{
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normalized = -normalizedOffset;
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for(int i = 0; i < srs.Length; i++)
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{
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srs[i].color = new Color(1, 1, 1, 0);
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if (fadeInTweens[i] != null) fadeInTweens[i].Kill(true);
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fadeInTweens[i] = srs[i].DOColor(Color.white, 0.4f);
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}
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}
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}
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}
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}
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