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>
This commit is contained in:
Rapandrasmus
2023-07-31 04:32:04 +02:00
committed by GitHub
parent 83d24b661e
commit fc5614dae2
83 changed files with 30725 additions and 7385 deletions

View File

@ -1,9 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyBezierCurves;
using HeavenStudio.Util;
using System;
namespace HeavenStudio.Games.Scripts_AirRally
{
@ -13,20 +12,25 @@ namespace HeavenStudio.Games.Scripts_AirRally
[SerializeField] Transform OtherTarget;
[SerializeField] float TargetHeight;
[SerializeField] float TargetHeightLong;
[SerializeField] float TargetHeightToss = 2.5f;
[SerializeField] ParticleSystem hitEffect;
public double startBeat;
public double flyBeats;
private Rigidbody2D rb;
public bool flyType;
[NonSerialized] public double startBeat;
[NonSerialized] public double flyBeats;
[NonSerialized] public bool flyType;
bool miss = false;
public float flyPos;
public bool isReturning;
[NonSerialized] public float flyPos;
[NonSerialized] public bool isReturning;
[NonSerialized] public bool isTossed = false;
AirRally game;
private void Awake()
{
game = AirRally.instance;
rb = GetComponent<Rigidbody2D>();
}
void Start()
@ -41,8 +45,13 @@ namespace HeavenStudio.Games.Scripts_AirRally
Vector3 startPos = isReturning ? PlayerTarget.position : OtherTarget.position;
Vector3 endPos = isReturning ? OtherTarget.position : PlayerTarget.position;
if (isTossed)
{
startPos = OtherTarget.position;
endPos = OtherTarget.position;
}
Vector3 lastPos = transform.position;
if (!GetComponent<Rigidbody2D>().simulated)
if (!rb.simulated)
{
flyPos = cond.GetPositionFromBeat(startBeat, flyBeats);
@ -50,25 +59,34 @@ namespace HeavenStudio.Games.Scripts_AirRally
float yMul = flyPos * 2f - 1f;
float yWeight = -(yMul*yMul) + 1f;
transform.position += Vector3.up * yWeight * (flyType ? TargetHeightLong : TargetHeight);
if (isTossed) transform.position += Vector3.up * yWeight * TargetHeightToss;
else transform.position += Vector3.up * yWeight * (flyType ? TargetHeightLong : TargetHeight);
}
// calculates next position
{
float rotation;
if (flyPos > 0.5)
if (isTossed)
{
Vector3 midPos = Vector3.LerpUnclamped(startPos, endPos, 0.5f);
midPos += Vector3.up * (flyType ? TargetHeightLong : TargetHeight);
Vector3 direction = (transform.position - midPos).normalized;
rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
rotation = Mathf.Lerp(90, -90, flyPos);
}
else
{
Vector3 direction = (transform.position - lastPos).normalized;
rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
if (flyPos > 0.5)
{
Vector3 midPos = Vector3.LerpUnclamped(startPos, endPos, 0.5f);
midPos += Vector3.up * (flyType ? TargetHeightLong : TargetHeight);
Vector3 direction = (transform.position - midPos).normalized;
rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
}
else
{
Vector3 direction = (transform.position - lastPos).normalized;
rotation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
}
}
this.transform.eulerAngles = new Vector3(0, 0, rotation - 90f);
}