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