using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using BansheeGz.BGSpline.Components;
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using BansheeGz.BGSpline.Curve;
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public class Lighthouse : MonoBehaviour
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{
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public BGCurve splineCurve;
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public List<float> splineDistantPoints = new List<float>();
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public float speed = 200f;
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public float timePadding = 0.5f;
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public float timeBetweenPoints = 3f;
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public AnimationCurve animationCurve;
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private BGCcCursor splineCursor;
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private int targetPoint = 0;
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private bool reverseDirection = false;
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void Start()
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{
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splineCursor = splineCurve.GetComponent<BGCcCursor>();
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if (splineDistantPoints == null || splineDistantPoints.Count == 0)
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{
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splineDistantPoints.Add(0f);
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for (int i=1; i<splineCurve.PointsCount; i++)
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{
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BGCurvePointI point = splineCurve.Points[i];
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float distance = 0f;
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Vector3 temp = splineCursor.Math.CalcPositionByClosestPoint(point.PositionWorld, out distance);
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splineDistantPoints.Add(distance);
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}
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splineDistantPoints.Add(splineCursor.Math.GetDistance());
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}
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splineCursor.Distance = 0f;
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moveToNextPoint();
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}
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public void moveToNextPoint()
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{
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LeanTween.delayedCall(gameObject, timeBetweenPoints, ()=>{
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if (reverseDirection)
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targetPoint--;
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else
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targetPoint++;
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if (targetPoint >= splineDistantPoints.Count)
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{
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if (splineCurve.Closed)
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{
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targetPoint = 1;
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splineCursor.Distance = 0f;
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}
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else
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{
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targetPoint = splineDistantPoints.Count - 2;
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reverseDirection = !reverseDirection;
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}
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}
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float start = splineCursor.Distance;
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float end = splineDistantPoints[targetPoint];
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float distance = Mathf.Abs(end - start);
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LeanTween.value(gameObject, start, end, distance / speed + timePadding).setOnUpdate((float val)=>{
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splineCursor.Distance = val;
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}).setEase(animationCurve).setOnComplete(moveToNextPoint);
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});
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}
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}
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