IsFalling Implementation Leave level intact

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

View File

@ -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++)
{ {
@ -97,12 +98,15 @@ public class ProceduralGeneration : MonoBehaviour
int blockToSpawn = Random.Range(0, (levelBlocks.Count + 1)); int blockToSpawn = Random.Range(0, (levelBlocks.Count + 1));
if (blockToSpawn > 31 && (blockToSpawn < levelBlocks.Count) && levelBlocks[blockToSpawn].name == lastBlockPrefab.name) if (playerControlsSript.isFalling == false) ;
{ {
Debug.Log("Same Block"); if (blockToSpawn > 31 && (blockToSpawn < levelBlocks.Count) && levelBlocks[blockToSpawn].name == lastBlockPrefab.name)
if (blockToSpawn > levelBlocks.Count || blockToSpawn < 0)
{ {
blockToSpawn = Random.Range(0, levelBlocks.Count); Debug.Log("Same Block");
if (blockToSpawn > levelBlocks.Count || blockToSpawn < 0)
{
blockToSpawn = Random.Range(0, levelBlocks.Count);
}
} }
} }