Esempio n. 1
0
    // Update is called once per frame
    void Update()
    {
        particleSystem.startColor = new Color(1, 1, 1, (raindrops.Count / 100f));


        switch (state)
        {
        case cloudState.raining:

            if (raindrops.Count > 0)
            {
                if (Time.frameCount % 10 == 0)
                {
                    raindrops[0].GetComponent <Raindrop>().parent = null;
                    raindrops.RemoveAt(0);
                }
            }

            if (Sun.temperature != heat.warm)
            {
                state = cloudState.normal;
            }

            break;

        case cloudState.normal:

            rigidbody.AddForce(new Vector3(Mathf.PerlinNoise((Time.frameCount + rand) * 0.5f, (Time.frameCount + rand) * 0.5f) - 0.5f, 0, Mathf.PerlinNoise((Time.frameCount - rand) * 0.5f, (Time.frameCount - rand) * 0.5f) - 0.5f) * 3);

            if (Sun.temperature != heat.normal)
            {
                state = cloudState.raining;
            }

            break;
        }

        for (int i = 0; i < clouds.Count; i++)
        {
            Vector3 vel = transform.position - clouds[i].transform.position;
            vel.Normalize();
            vel = vel * 5;
            if (Vector3.Distance(transform.position, clouds[i].transform.position) < 200)
            {
                rigidbody.AddForce(vel);
            }
            else
            {
                rigidbody.AddForce(-vel);
            }
        }
    }
Esempio n. 2
0
    void Start()
    {
        rand = Random.Range(-100, 100);

        clouds = new List <GameObject>(GameObject.FindGameObjectsWithTag("Cloud"));


        particleSystem = GetComponent <ParticleSystem>();
        rigidbody      = GetComponent <Rigidbody>();
        raindrops      = new List <Transform>();
        for (int i = 0; i < water; i++)
        {
            raindrops.Add(Instantiate(raindrop, this.transform.position, transform.rotation).transform);

            raindrops[i].GetComponent <Raindrop>().parent = this.transform;
        }

        state = cloudState.normal;
    }