IsFalling Implementation Leave level intact

This commit is contained in:
GamerClassN7 2022-01-29 21:27:01 +01:00
parent 4d1855627c
commit 17747d23cc

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@ -74,6 +74,7 @@ public class ProceduralGeneration : MonoBehaviour
void Update() void Update()
{ {
Vector3 playerPosition = this.player.transform.position; Vector3 playerPosition = this.player.transform.position;
PlayerController playerControlsSript = this.player.GetComponent<PlayerController>();
for (var i = 0; i < this.spawnedLevelBlocks.Count; i++) for (var i = 0; i < this.spawnedLevelBlocks.Count; i++)
{ {
@ -97,6 +98,8 @@ public class ProceduralGeneration : MonoBehaviour
int blockToSpawn = Random.Range(0, (levelBlocks.Count + 1)); 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"); Debug.Log("Same Block");
@ -105,6 +108,7 @@ public class ProceduralGeneration : MonoBehaviour
blockToSpawn = Random.Range(0, levelBlocks.Count); blockToSpawn = Random.Range(0, levelBlocks.Count);
} }
} }
}
if (blockToSpawn > -1 && (blockToSpawn < levelBlocks.Count)) if (blockToSpawn > -1 && (blockToSpawn < levelBlocks.Count))
{ {