HeavenStudio/Assets/Scripts/Games/AirRally/IslandsManager.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

49 lines
1.3 KiB
C#

using Starpelly;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace HeavenStudio.Games.Scripts_AirRally
{
public class IslandsManager : MonoBehaviour
{
[Header("Properties")]
[SerializeField] private float loopMult = 1f;
[NonSerialized] public float endZ;
public float speedMult = 1f;
[NonSerialized] public float additionalSpeedMult = 1;
[SerializeField] private RvlIsland[] islands;
private float fullLengthZ;
private void Start()
{
speedMult /= loopMult;
float[] allZ = new float[islands.Length];
for (int i = 0; i < islands.Length; i++)
{
islands[i].manager = this;
allZ[i] = islands[i].startPos.z;
}
if (islands.Length > 0)
{
float minValueZ = Mathf.Min(allZ);
float maxValueZ = Mathf.Max(allZ);
fullLengthZ = maxValueZ - minValueZ;
endZ = -fullLengthZ * loopMult;
foreach (var island in islands)
{
island.normalizedOffset = 1 - Mathp.Normalize(island.startPos.z, minValueZ, maxValueZ);
island.normalizedOffset /= loopMult;
}
}
}
}
}