HeavenStudio/Assets/Scripts/Games/AirRally/Cloud.cs
Rapandrasmus fc5614dae2
Air Rally Rework/Finalization (#512)
* 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>
2023-07-31 02:32:04 +00:00

144 lines
5.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Scripts_AirRally
{
public class Cloud : MonoBehaviour
{
private enum Type
{
Cloud,
Snowflake,
Tree
}
[SerializeField] private CloudsManager manager;
[SerializeField] private Type type = Type.Cloud;
[SerializeField] Sprite[] sprites;
[SerializeField] Vector3 spawnRange;
[SerializeField] float baseSpeed = 1f;
[SerializeField] float fadeDist = 10f;
[SerializeField] float lifeTime = 6f;
[SerializeField] float fadeInTime = 0.25f;
[SerializeField] private Animator treeAnim;
[System.Serializable]
public struct Weight
{
public int weight;
public int type;
}
[SerializeField] private Weight[] weights;
private int weightSum;
Camera cam;
[SerializeField] private SpriteRenderer spriteRenderer;
[SerializeField] private SpriteRenderer crownRenderer;
[SerializeField] private SpriteRenderer reflectionRenderer;
private float reflectionOpacity = 1f;
float time = 0f;
public bool isWorking = false;
public void Init()
{
cam = GameCamera.GetCamera();
if (type == Type.Tree)
{
reflectionOpacity = reflectionRenderer.color.a;
reflectionRenderer.color = new Color(1, 1, 1, 0);
crownRenderer.color = new Color(1, 1, 1, 0);
}
spriteRenderer.color = new Color(1, 1, 1, 0);
if (weights.Length > 0) weightSum = weights[0].weight;
}
// Update is called once per frame
void Update()
{
time += Time.deltaTime * manager.speedMult;
transform.position += Vector3.forward * -baseSpeed * manager.speedMult * 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));
if (type == Type.Tree)
{
crownRenderer.color = new Color(1, 1, 1, Mathf.Clamp01(dist / fadeDist));
reflectionRenderer.color = new Color(1, 1, 1, Mathf.Clamp(dist / fadeDist, 0, reflectionOpacity));
}
}
else if (time < fadeInTime)
{
spriteRenderer.color = new Color(1, 1, 1, Mathf.Clamp01(time/fadeInTime));
if (type == Type.Tree)
{
crownRenderer.color = new Color(1, 1, 1, Mathf.Clamp01(time / fadeInTime));
reflectionRenderer.color = new Color(1, 1, 1, Mathf.Clamp(time / fadeInTime, 0, reflectionOpacity));
}
}
if (time > lifeTime)
{
isWorking = false;
gameObject.SetActive(false);
spriteRenderer.color = new Color(1, 1, 1, 0);
if (type == Type.Tree)
{
reflectionRenderer.color = new Color(1, 1, 1, 0);
crownRenderer.color = new Color(1, 1, 1, 0);
}
}
}
public void StartCloud(Vector3 origin, bool prebake)
{
isWorking = true;
time = 0f;
gameObject.SetActive(true);
switch (type)
{
case Type.Cloud:
spriteRenderer.sprite = sprites[Random.Range(0, sprites.Length)];
break;
case Type.Snowflake:
transform.localEulerAngles = new Vector3(0, 0, Random.Range(0f, 360f));
break;
case Type.Tree:
int randomNumber = Random.Range(0, weightSum);
for (int i = weights.Length - 1; i >= 0; i--)
{
if (randomNumber < weights[i].weight)
{
if (weights[i].type != 5)
{
treeAnim.Play("Tree" + weights[i].type, 0, 0);
}
else
{
treeAnim.Play("Threefish", 0, 0);
}
break;
}
}
break;
default: break;
}
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));
if (type == Type.Tree)
{
crownRenderer.color = new Color(1, 1, 1, Mathf.Clamp01(dist / fadeDist));
reflectionRenderer.color = new Color(1, 1, 1, Mathf.Clamp(dist / fadeDist, 0, reflectionOpacity));
}
}
}
}
}