GGJ2022/Assets/Scripts/ProceduralGeneration.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ProceduralGeneration : MonoBehaviour
{
public List<GameObject> levelBlocks = new List<GameObject>();
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public List<GameObject> spawnedLevelBlocks = new List<GameObject>();
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public GameObject player = null;
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public GameObject lastBlock;
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private GameObject lastBlockPrefab;
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private int spavnetobjectIndex = 0;
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private int maximumNumberOfPlatformsAtScene = 100;
private float maximumDistanceOfPlatformFromPlayer = 20.0f;
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private GameObject levelParrent = null;
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Bounds getPrefabBounds(GameObject go)
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{
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Renderer[] renderers = go.GetComponentsInChildren<Renderer>();
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if (renderers.Length > 0)
{
Bounds bounds = renderers[0].bounds;
for (int i = 1, ni = renderers.Length; i < ni; i++)
{
bounds.Encapsulate(renderers[i].bounds);
}
return bounds;
}
else
{
return new Bounds();
}
}
GameObject drawPlatform(GameObject lastObject, GameObject objToSpawn, GameObject parentLevelObject)
{
Bounds bounds = this.getPrefabBounds(lastObject);
Bounds b = new Bounds(bounds.center, bounds.size);
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Vector3 nextBlockLocation = new Vector3(lastObject.transform.position.x, lastObject.transform.position.y, lastObject.transform.position.z + b.size.z + 1.0f);
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GameObject newObject = Instantiate(objToSpawn, nextBlockLocation, (Quaternion.identity));
newObject.transform.parent = parentLevelObject.transform;
return newObject;
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}
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List<GameObject> spawnSpiralOfPlatforms(GameObject lastObject, GameObject objToSpawn, GameObject parentLevelObject)
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{
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// configuration:
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float horizontalDistancePerPlatform = (float)Random.Range(0.5f, 2.0f); ;
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List<GameObject> levelBlocksSpawnTemp = new List<GameObject>();
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// Debug.Log("Building LOOP");
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int pieceCount = 10;
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float radius = (pieceCount / 2) * 2;
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float angle = 360f / (float)pieceCount;
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Bounds bounds = this.getPrefabBounds(lastObject);
Bounds b = new Bounds(bounds.center, bounds.size);
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Vector3 centerPoint = new Vector3(lastObject.transform.position.x, (lastObject.transform.position.y + radius), lastObject.transform.position.z + b.size.z + 1.0f);
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float heightOffset = radius;
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for (int i = 1; i < pieceCount + 1; i++)
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{
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Quaternion rotation = (Quaternion.AngleAxis(i * angle, Vector3.back));
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Vector3 direction = rotation * Vector3.down;
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Vector3 position = (lastObject.transform.position + (direction * radius));
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GameObject newObject = Instantiate(objToSpawn, new Vector3(position.x, position.y + heightOffset, position.z + (float)(i * horizontalDistancePerPlatform)), rotation);
newObject.transform.parent = parentLevelObject.transform;
levelBlocksSpawnTemp.Add(newObject);
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}
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return levelBlocksSpawnTemp;
}
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// Start is called before the first frame update
void Start()
{
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levelParrent = this.gameObject;
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lastBlockPrefab = this.gameObject.transform.GetChild(0).gameObject;
lastBlock = this.gameObject.transform.GetChild(0).gameObject;
this.spawnedLevelBlocks.Add(lastBlock);
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}
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// Update is called once per frame
void Update()
{
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Vector3 playerPosition = this.player.transform.position;
PlayerController playerControlsSript = this.player.GetComponent<PlayerController>();
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if (playerControlsSript.isFalling)
{
return;
}
for (var i = 0; i < this.spawnedLevelBlocks.Count; i++)
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{
float distance = Vector3.Distance(this.spawnedLevelBlocks[i].transform.position, playerPosition);
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if (distance > this.maximumDistanceOfPlatformFromPlayer && this.spawnedLevelBlocks.Count >= this.maximumNumberOfPlatformsAtScene)
{
Destroy(this.spawnedLevelBlocks[i]);
this.spawnedLevelBlocks.Remove(this.spawnedLevelBlocks[i]);
spavnetobjectIndex++;
}
else
{
break;
}
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}
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if (this.spawnedLevelBlocks.Count <= this.maximumNumberOfPlatformsAtScene)
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{
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GameObject instantiatedGameObject;
GameObject blockObjToSpawn;
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int blockToSpawn = Random.Range(0, (levelBlocks.Count + 1));
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if (blockToSpawn > 31 && (blockToSpawn < levelBlocks.Count) && levelBlocks[blockToSpawn].name == lastBlockPrefab.name)
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{
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Debug.Log("Same Block");
if (blockToSpawn > levelBlocks.Count || blockToSpawn < 0)
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{
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blockToSpawn = Random.Range(0, levelBlocks.Count);
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}
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}
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if (blockToSpawn > -1 && (blockToSpawn < levelBlocks.Count))
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{
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blockObjToSpawn = levelBlocks[blockToSpawn];
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instantiatedGameObject = this.drawPlatform(this.lastBlock, this.levelBlocks[blockToSpawn], this.levelParrent);
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this.spawnedLevelBlocks.Add(instantiatedGameObject);
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}
else
{
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List<GameObject> instantiatedGameObjectLists = this.spawnSpiralOfPlatforms(lastBlock, levelBlocks[0], this.levelParrent);
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foreach (var spavnedBlock in instantiatedGameObjectLists)
{
this.spawnedLevelBlocks.Add(spavnedBlock);
}
instantiatedGameObject = this.spawnedLevelBlocks[this.spawnedLevelBlocks.Count - 1];
blockObjToSpawn = levelBlocks[0];
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}
this.lastBlock = instantiatedGameObject;
this.lastBlockPrefab = blockObjToSpawn;
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}
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}
}
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