Files
AppleHillsProduction/Assets/Scripts/DamianExperiments/SoundBirdPuzzleSection/soundBird_Spooked_FlyBehaviour.cs
Damian e69542879b Redid the SoundBird Logic of flight
changed the flight of the bird to be able to have more control over the takeoff, loops and landing.
2025-09-24 17:24:51 +02:00

58 lines
1.5 KiB
C#

using Pixelplacement;
using UnityEngine;
public class soundBird_Spooked_FlyBehaviour : MonoBehaviour
{
public Spline FlightSpline;
public Transform SoundBirdObject;
public float flightDuration;
public float flightDelay;
[Range(0, 1)] public float startPercentage;
private StateMachine stateMachine;
private Animator animator;
[SerializeField] private State stateRef;
void Awake()
{
stateMachine = GetComponentInParent<StateMachine>();
animator = GetComponentInParent<Animator>();
stateRef = GetComponent<State>();
}
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
//initiateTweenSpline();
}
private void OnEnable()
{
Tween.Spline(FlightSpline, SoundBirdObject, 0, 1, false, flightDuration, flightDelay, Tween.EaseLinear, Tween.LoopType.None, HandleTweenStarted, HandleTweenFinished);
}
void HandleTweenStarted()
{
}
void HandleTweenFinished()
{
if (SoundBirdObject != null)
{
//Tween.Stop(SoundBirdObject.GetInstanceID(), Tween.TweenType.Spline); // Stop the spline tween for this object
}
//Debug.Log("Tween finished!");
if (stateMachine != null)
{
//stateMachine.ChangeState("SoundBird"); // Change to the desired state name
}
}
// Update is called once per frame
void Update()
{
}
}