HeavenStudio/Assets/Scripts/Games/AirRally/RvlIsland.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

45 lines
1.4 KiB
C#

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