96 lines
2.4 KiB
C#
96 lines
2.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class GameIntroCutscene : Cutscene
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{
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public SpriteRenderer sceneA;
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public SpriteRenderer sceneB;
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public SpriteRenderer sceneC;
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public Sprite[] sprites;
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public Camera camera;
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private Vector3 basePosition;
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private int shakeTime = 0;
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private void Start()
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{
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basePosition = camera.transform.position;
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}
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private void Update()
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{
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if (shakeTime > 0)
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{
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camera.transform.position = basePosition + new Vector3(
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Random.Range(-0.2f, 0.2f), Random.Range(-0.2f, 0.2f), basePosition.z);
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shakeTime--;
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if (shakeTime == 0)
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camera.transform.position = basePosition;
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}
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}
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void Shake(int time)
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{
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shakeTime = time;
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}
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protected override IEnumerator OnScenePlay()
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{
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yield return TestA();
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yield return TestB();
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}
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IEnumerator TestA()
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{
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sceneA.sprite = sprites[0];
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sceneB.sprite = sprites[1];
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sceneC.sprite = sprites[2];
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for (int i = 0; i <= 150; i++)
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{
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var percent = 1f * i / 150;
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sceneA.transform.position = Vector3.Lerp(
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new Vector3(-0.16f, -0.04f, 0f),
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new Vector3(3.08f, -0.04f, 0f),
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percent);
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sceneB.transform.position = Vector3.Lerp(
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new Vector3(1.5f, -1.22f, -2f),
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new Vector3(-2.2f, -1.22f, -2f),
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percent);
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sceneC.transform.position = Vector3.Lerp(
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new Vector3(0.38f, -1.08f, -1f),
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new Vector3(3.62f, -1.08f, -1f),
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percent);
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yield return null;
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}
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yield return new WaitForSeconds(.8f);
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sceneC.sprite = sprites[3];
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Shake(15);
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yield return new WaitForSeconds(1f);
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}
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IEnumerator TestB()
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{
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sceneA.sprite = sprites[4];
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sceneB.sprite = sprites[5];
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sceneC.gameObject.SetActive(false);
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sceneA.transform.position = new Vector3(0f, 0f, 0f);
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sceneB.transform.position = new Vector3(0f, 0f, -10f);
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Shake(60);
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for (int i = 0; i <= 60; i++)
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{
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sceneA.transform.localScale.Set(i % 4 >= 2 ? -1f : 1f, 1f, 1f);
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yield return null;
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}
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}
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}
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