Merge branch 'main' of https://git.steelants.cz/GJP/GGJ2022
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@@ -8,7 +8,7 @@ public class BGRotation : MonoBehaviour
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private void Start()
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{
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rotation = new Vector3(Random.Range(0, 360), Random.Range(0, 360), Random.Range(0, 360));
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rotation = new Vector3(Random.Range(0, 360), Random.Range(0, 360), Random.Range(0, 360)) * 0.009f;
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}
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void FixedUpdate()
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@@ -9,27 +9,28 @@ public class ProceduralGeneration : MonoBehaviour
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private int maximumNumberOfPlatformsAtScene = 100;
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public List<GameObject> spawnedLevelBlocks = new List<GameObject>();
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private float maximumDistanceOfPlatformFromPlayer = 20.0f;
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private GameObject levelParrent = null;
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[Header("Background")]
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public List<GameObject> backgroundBlocks = new List<GameObject>();
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public List<GameObject> backgroundLevelBlocks = new List<GameObject>();
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private float maximumDistanceOfPlatformFromPlayerBg = 600.0f;
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public GameObject bgParrent = null;
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public GameObject player = null;
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public GameObject lastBlock;
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private GameObject lastBlockPrefab;
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private GameObject levelParrent = null;
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List<GameObject> spawnBackgroundObjects(Vector3 playerPosition, List<GameObject> backgroundBlocks, GameObject parentLevelObject)
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{
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List<GameObject> bgBlocksSpawnTemp = new List<GameObject>();
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for (var i = 0; i < 200; i++)
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{
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int bgElement = Random.Range(0, backgroundBlocks.Count);
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int bgElement = Random.Range(0, backgroundBlocks.Count - 1);
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GameObject newBgObject = Instantiate(backgroundBlocks[bgElement], (Random.insideUnitSphere * Random.Range(300, maximumDistanceOfPlatformFromPlayerBg) + playerPosition + new Vector3(0, 0, 50)), (Quaternion.identity));
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newBgObject.transform.Rotate(new Vector3(Random.Range(0, 360), Random.Range(0, 360), Random.Range(0, 360)));
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newBgObject.transform.parent = parentLevelObject.transform;
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newBgObject.transform.parent = bgParrent.transform;
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bgBlocksSpawnTemp.Add(newBgObject);
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}
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@@ -73,7 +74,7 @@ public class ProceduralGeneration : MonoBehaviour
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// Debug.Log("Building LOOP");
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int pieceCount = 10;
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float radius = (pieceCount / 2) * 2;
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float radius = (pieceCount / 2) + 1.9f;
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float angle = 360f / (float)pieceCount;
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Bounds bounds = this.getPrefabBounds(lastObject);
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