Procedural Generation Chunks

This commit is contained in:
GamerClassN7 2022-01-29 22:04:46 +01:00
parent a141a6b50a
commit 0df4c44b40
15 changed files with 296 additions and 83 deletions

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@ -12,26 +12,43 @@ public class ProceduralGeneration : MonoBehaviour
private int spavnetobjectIndex = 0;
private int maximumNumberOfPlatformsAtScene = 100;
private float maximumDistanceOfPlatformFromPlayer = 20.0f;
private GameObject levelParrent = null;
GameObject drawPlatform(GameObject lastObject, GameObject objToSpawn)
Bounds getPrefabBounds(GameObject go)
{
MeshFilter meshfilter = lastObject.GetComponent<MeshFilter>();
Bounds bounds = meshfilter.mesh.bounds;
Renderer[] renderers = go.GetComponentsInChildren<Renderer>();
float scale = meshfilter.transform.localScale.x;
Bounds b = new Bounds(bounds.center * scale, bounds.size * scale);
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);
Vector3 nextBlockLocation = new Vector3(lastObject.transform.position.x, lastObject.transform.position.y, lastObject.transform.position.z + b.size.z + 1.0f);
return Instantiate(objToSpawn, nextBlockLocation, (Quaternion.identity));
GameObject newObject = Instantiate(objToSpawn, nextBlockLocation, (Quaternion.identity));
newObject.transform.parent = parentLevelObject.transform;
return newObject;
}
List<GameObject> spawnSpiralOfPlatforms(GameObject lastObject, GameObject objToSpawn)
List<GameObject> spawnSpiralOfPlatforms(GameObject lastObject, GameObject objToSpawn, GameObject parentLevelObject)
{
// configuration:
float horizontalDistancePerPlatform = (float)Random.Range(1.0f, levelBlocks.Count); ;
float horizontalDistancePerPlatform = (float)Random.Range(0.5f, 2.0f); ;
List<GameObject> levelBlocksSpawnTemp = new List<GameObject>();
// Debug.Log("Building LOOP");
@ -40,11 +57,8 @@ public class ProceduralGeneration : MonoBehaviour
float radius = (pieceCount / 2) * 2;
float angle = 360f / (float)pieceCount;
MeshFilter meshfilter = lastObject.GetComponent<MeshFilter>();
Bounds bounds = meshfilter.mesh.bounds;
float scale = meshfilter.transform.localScale.x;
Bounds b = new Bounds(bounds.center * scale, bounds.size * scale);
Bounds bounds = this.getPrefabBounds(lastObject);
Bounds b = new Bounds(bounds.center, bounds.size);
Vector3 centerPoint = new Vector3(lastObject.transform.position.x, (lastObject.transform.position.y + radius), lastObject.transform.position.z + b.size.z + 1.0f);
@ -56,7 +70,9 @@ public class ProceduralGeneration : MonoBehaviour
Vector3 direction = rotation * Vector3.down;
Vector3 position = (lastObject.transform.position + (direction * radius));
levelBlocksSpawnTemp.Add(Instantiate(objToSpawn, new Vector3(position.x, position.y + heightOffset, position.z + (float)(i * horizontalDistancePerPlatform)), rotation));
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);
}
return levelBlocksSpawnTemp;
@ -65,9 +81,12 @@ public class ProceduralGeneration : MonoBehaviour
// Start is called before the first frame update
void Start()
{
levelParrent = this.gameObject;
lastBlockPrefab = this.gameObject.transform.GetChild(0).gameObject;
lastBlock = this.gameObject.transform.GetChild(0).gameObject;
this.spawnedLevelBlocks.Add(lastBlock);
}
// Update is called once per frame
@ -76,6 +95,11 @@ public class ProceduralGeneration : MonoBehaviour
Vector3 playerPosition = this.player.transform.position;
PlayerController playerControlsSript = this.player.GetComponent<PlayerController>();
if (playerControlsSript.isFalling)
{
return;
}
for (var i = 0; i < this.spawnedLevelBlocks.Count; i++)
{
float distance = Vector3.Distance(this.spawnedLevelBlocks[i].transform.position, playerPosition);
@ -98,27 +122,26 @@ public class ProceduralGeneration : MonoBehaviour
int blockToSpawn = Random.Range(0, (levelBlocks.Count + 1));
if (playerControlsSript.isFalling == false) ;
if (blockToSpawn > 31 && (blockToSpawn < levelBlocks.Count) && levelBlocks[blockToSpawn].name == lastBlockPrefab.name)
{
if (blockToSpawn > 31 && (blockToSpawn < levelBlocks.Count) && levelBlocks[blockToSpawn].name == lastBlockPrefab.name)
Debug.Log("Same Block");
if (blockToSpawn > levelBlocks.Count || blockToSpawn < 0)
{
Debug.Log("Same Block");
if (blockToSpawn > levelBlocks.Count || blockToSpawn < 0)
{
blockToSpawn = Random.Range(0, levelBlocks.Count);
}
blockToSpawn = Random.Range(0, levelBlocks.Count);
}
}
if (blockToSpawn > -1 && (blockToSpawn < levelBlocks.Count))
{
blockObjToSpawn = levelBlocks[blockToSpawn];
instantiatedGameObject = this.drawPlatform(this.lastBlock, this.levelBlocks[blockToSpawn]);
instantiatedGameObject = this.drawPlatform(this.lastBlock, this.levelBlocks[blockToSpawn], this.levelParrent);
this.spawnedLevelBlocks.Add(instantiatedGameObject);
}
else
{
List<GameObject> instantiatedGameObjectLists = this.spawnSpiralOfPlatforms(lastBlock, levelBlocks[0]);
List<GameObject> instantiatedGameObjectLists = this.spawnSpiralOfPlatforms(lastBlock, levelBlocks[0], this.levelParrent);
foreach (var spavnedBlock in instantiatedGameObjectLists)
{
this.spawnedLevelBlocks.Add(spavnedBlock);

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@ -0,0 +1,41 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class gizmoManager : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
void OnDrawGizmos()
{
Bounds bounds = GetChildRendererBounds(gameObject);
Gizmos.DrawWireCube(bounds.center, bounds.size);
}
Bounds GetChildRendererBounds(GameObject go)
{
Renderer[] renderers = go.GetComponentsInChildren<Renderer>();
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();
}
}
// Update is called once per frame
void Update()
{
}
}

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