Merge branch 'main' of https://git.steelants.cz/GJP/GGJ2022
This commit is contained in:
		@@ -123,6 +123,11 @@ NavMeshSettings:
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@@ -30,7 +30,7 @@ public class ProceduralGeneration : MonoBehaviour
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        int pieceCount = 10;
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					        int pieceCount = 10;
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        float radius = (pieceCount / 2) * 2;
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					        float radius = (pieceCount / 2) * 2;
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        float angle = 360f / (float)pieceCount;
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					        float angle = 360f / (float)pieceCount;
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			||||||
        Vector3 centerPoint = new Vector3(lastObject.transform.position.x, (lastObject.transform.position.y + radius), lastObject.transform.position.z + 2.0f);
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					        Vector3 centerPoint = new Vector3(lastObject.transform.position.x, (lastObject.transform.position.y + radius), lastObject.transform.position.z + 3.0f);
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			||||||
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        float heightOffset = radius;
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					        float heightOffset = radius;
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@@ -49,28 +49,30 @@ public class ProceduralGeneration : MonoBehaviour
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    // Update is called once per frame
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					    // Update is called once per frame
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    void Update()
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					    void Update()
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			||||||
    {
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					    {
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        int maxNumberOfBlock = 100;
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					        int maxNumberOfBlock = 200;
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        Vector3 playerPosition = this.player.transform.position;
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					        Vector3 playerPosition = this.player.transform.position;
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        float distance = Vector3.Distance(this.spawnedLevelBlocks[0].transform.position, playerPosition);
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					 | 
				
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        Debug.Log("Index" + 0);
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					        Debug.Log("Index" + 0);
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        if (distance > 10.0f || this.spawnedLevelBlocks.Count >= maxNumberOfBlock + 5)
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					        for (var i = 0; i < this.spawnedLevelBlocks.Count; i++)
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        {
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					        {
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            Destroy(this.spawnedLevelBlocks[0]);
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					            float distance = Vector3.Distance(this.spawnedLevelBlocks[i].transform.position, playerPosition);
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			||||||
            this.spawnedLevelBlocks.Remove(this.spawnedLevelBlocks[0]);
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					            if (distance > 10.0f && this.spawnedLevelBlocks.Count >= maxNumberOfBlock)
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					            {
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					                Destroy(this.spawnedLevelBlocks[i]);
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					                this.spawnedLevelBlocks.Remove(this.spawnedLevelBlocks[i]);
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                spavnetobjectIndex++;
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					                spavnetobjectIndex++;
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			||||||
            }
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					            }
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			||||||
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					            else
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			||||||
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					            {
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					                break;
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			||||||
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					            }
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			||||||
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					        }
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			||||||
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			||||||
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			||||||
        if (this.spawnedLevelBlocks.Count <= maxNumberOfBlock)
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					        if (this.spawnedLevelBlocks.Count <= maxNumberOfBlock)
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			||||||
        {
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					        {
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			||||||
            MeshFilter meshfilter = lastBlock.GetComponent<MeshFilter>();
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					 | 
				
			||||||
            Bounds bounds = meshfilter.mesh.bounds;
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					 | 
				
			||||||
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					 | 
				
			||||||
            float scale = meshfilter.transform.localScale.x;
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					 | 
				
			||||||
            Bounds b = new Bounds(bounds.center * scale, bounds.size * scale);
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					 | 
				
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					 | 
				
			||||||
            int blockToSpawn = Random.Range(0, levelBlocks.Count - 1);
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					            int blockToSpawn = Random.Range(0, levelBlocks.Count - 1);
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			||||||
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 | 
				
			||||||
            GameObject instantiatedGameObject;
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					            GameObject instantiatedGameObject;
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			||||||
@@ -100,9 +102,17 @@ public class ProceduralGeneration : MonoBehaviour
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			|||||||
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			||||||
            if ((blockToSpawn > -1 && (blockToSpawn < (levelBlocks.Count - 1))))
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					            if ((blockToSpawn > -1 && (blockToSpawn < (levelBlocks.Count - 1))))
 | 
				
			||||||
            {
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					            {
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			||||||
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					                MeshFilter meshfilter = this.lastBlock.GetComponent<MeshFilter>();
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			||||||
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					                Bounds bounds = meshfilter.mesh.bounds;
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			||||||
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			||||||
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					                float scale = meshfilter.transform.localScale.x;
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			||||||
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					                Bounds b = new Bounds(bounds.center * scale, bounds.size * scale);
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			||||||
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			||||||
                blockObjToSpawn = levelBlocks[blockToSpawn];
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					                blockObjToSpawn = levelBlocks[blockToSpawn];
 | 
				
			||||||
                instantiatedGameObject = Instantiate(blockObjToSpawn, new Vector3(lastBlock.transform.position.x, lastBlock.transform.position.y, lastBlock.transform.position.y + (b.size.z + 1.0f)), (Quaternion.identity));
 | 
					                Vector3 nextBlockLocation = new Vector3(this.lastBlock.transform.position.x, this.lastBlock.transform.position.y, this.lastBlock.transform.position.z + b.size.z + 1.0f);
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			||||||
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					                instantiatedGameObject = Instantiate(blockObjToSpawn, nextBlockLocation, (Quaternion.identity));
 | 
				
			||||||
                this.spawnedLevelBlocks.Add(instantiatedGameObject);
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					                this.spawnedLevelBlocks.Add(instantiatedGameObject);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
            else
 | 
					            else
 | 
				
			||||||
            {
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					            {
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			||||||
@@ -116,9 +126,9 @@ public class ProceduralGeneration : MonoBehaviour
 | 
				
			|||||||
            }
 | 
					            }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
            Debug.Log("Spawn" + blockToSpawn);
 | 
					            Debug.Log("Spawn" + blockToSpawn);
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			||||||
 | 
					            this.lastBlock = instantiatedGameObject;
 | 
				
			||||||
 | 
					            this.lastBlockPrefab = blockObjToSpawn;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
            lastBlock = instantiatedGameObject;
 | 
					 | 
				
			||||||
            lastBlockPrefab = blockObjToSpawn;
 | 
					 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 
 | 
				
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		Reference in New Issue
	
	Block a user