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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Cloud : MonoBehaviour
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{
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[SerializeField] GameObject _lightning;
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[SerializeField] List<Sprite> _sprites;
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float _timeToHideLightning = 0f;
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float _lightningTimeout = 0f;
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float _timeToRandomStrike;
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const bool DO_RANDOM_STRIKES = true;
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// Start is called before the first frame update
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void Start()
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{
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ReInit();
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HideLightning();
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SetTimeForNextRandomStrike();
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}
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// Update is called once per frame
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void Update()
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{
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const float SPEED = 1f;
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this.transform.position = new Vector3(transform.position.x - SPEED, transform.position.y, transform.position.z);
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_lightningTimeout -= Time.deltaTime;
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_timeToHideLightning -= Time.deltaTime;
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_timeToRandomStrike -= Time.deltaTime;
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if (_timeToHideLightning < 0f)
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{
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HideLightning();
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}
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if (_timeToRandomStrike < 0f && DO_RANDOM_STRIKES)
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{
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TriggerLighting(_lightning.transform.position.x);
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SetTimeForNextRandomStrike();
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}
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}
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void SetTimeForNextRandomStrike()
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{
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_timeToRandomStrike = Random.Range(4f, 10f);
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}
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private void HideLightning()
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{
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_lightning.SetActive(false);
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_timeToHideLightning = float.MaxValue;
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}
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public void ReInit()
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{
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float scale = Random.Range(1.5f, 2.5f);
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float x = Random.Range(-100f, 100f);
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float y = Random.Range(95f, 975f);
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transform.localScale = new Vector3(scale, scale, 2f);
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transform.position = new Vector3(transform.position.x + x, y, transform.position.z);
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}
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public void TriggerLighting(float x)
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{
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if (_lightningTimeout > 0)
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return;
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_lightning.SetActive(true);
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_lightning.transform.GetChild(0).GetComponent<SpriteRenderer>().sprite = _sprites[Random.Range(0, _sprites.Count)];
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_lightning.transform.position = new Vector3(x, _lightning.transform.position.y, _lightning.transform.position.z);
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_timeToHideLightning = .2f;
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_lightningTimeout = 2.0f;
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}
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}
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