Merge branches 'main' and 'main' of https://git.steelants.cz/GJP/GGJ2022
This commit is contained in:
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@@ -427,17 +427,9 @@ PrefabInstance:
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      propertyPath: m_Name
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					      propertyPath: m_Name
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@@ -453,11 +445,11 @@ PrefabInstance:
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      propertyPath: m_LocalRotation.w
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					      propertyPath: m_LocalRotation.w
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@@ -12,7 +12,7 @@ public class PlayerController : MonoBehaviour
 | 
				
			|||||||
    public float currentSpeed = 0f;
 | 
					    public float currentSpeed = 0f;
 | 
				
			||||||
    private float modifier = 0.0f;
 | 
					    private float modifier = 0.0f;
 | 
				
			||||||
    Vector3 moveDirection = Vector3.zero;
 | 
					    Vector3 moveDirection = Vector3.zero;
 | 
				
			||||||
    bool canMove = true;
 | 
					    bool canMove = false;
 | 
				
			||||||
    Rigidbody rb;
 | 
					    Rigidbody rb;
 | 
				
			||||||
    float moveDirectionY;
 | 
					    float moveDirectionY;
 | 
				
			||||||
    public bool isRunning = false;
 | 
					    public bool isRunning = false;
 | 
				
			||||||
@@ -58,13 +58,15 @@ public class PlayerController : MonoBehaviour
 | 
				
			|||||||
        transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);
 | 
					        transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        isRunning = Input.GetKey(KeyCode.LeftShift);
 | 
					        isRunning = Input.GetKey(KeyCode.LeftShift);
 | 
				
			||||||
        if (currentSpeed < minSpeed)
 | 
					        if (canMove && currentSpeed < minSpeed)
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            currentSpeed += 0.0005f;
 | 
					            currentSpeed += 0.0005f;
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        if (Input.GetAxis("Vertical") > 0 && currentSpeed < maxSpeed)
 | 
					        if (Input.GetAxis("Vertical") > 0 && currentSpeed < maxSpeed) {
 | 
				
			||||||
        {
 | 
					            if (!canMove) {
 | 
				
			||||||
 | 
					                canMove = true;
 | 
				
			||||||
 | 
					            }
 | 
				
			||||||
            currentSpeed += 0.01f;
 | 
					            currentSpeed += 0.01f;
 | 
				
			||||||
        } else if (Input.GetAxis("Vertical") < 0 && currentSpeed > minSpeed) {
 | 
					        } else if (Input.GetAxis("Vertical") < 0 && currentSpeed > minSpeed) {
 | 
				
			||||||
            currentSpeed -= 0.01f;
 | 
					            currentSpeed -= 0.01f;
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -7,10 +7,8 @@ public class ProceduralGeneration : MonoBehaviour
 | 
				
			|||||||
    public List<GameObject> levelBlocks = new List<GameObject>();
 | 
					    public List<GameObject> levelBlocks = new List<GameObject>();
 | 
				
			||||||
    public List<GameObject> spawnedLevelBlocks = new List<GameObject>();
 | 
					    public List<GameObject> spawnedLevelBlocks = new List<GameObject>();
 | 
				
			||||||
    public GameObject player = null;
 | 
					    public GameObject player = null;
 | 
				
			||||||
    private Vector3 lastBlockSpawnPoint;
 | 
					 | 
				
			||||||
    public GameObject lastBlock;
 | 
					    public GameObject lastBlock;
 | 
				
			||||||
    private GameObject lastBlockPrefab;
 | 
					    private GameObject lastBlockPrefab;
 | 
				
			||||||
    private int blockIndex = 0;
 | 
					 | 
				
			||||||
    private int spavnetobjectIndex = 0;
 | 
					    private int spavnetobjectIndex = 0;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    // Start is called before the first frame update
 | 
					    // Start is called before the first frame update
 | 
				
			||||||
@@ -18,7 +16,6 @@ public class ProceduralGeneration : MonoBehaviour
 | 
				
			|||||||
    {
 | 
					    {
 | 
				
			||||||
        lastBlockPrefab = this.gameObject.transform.GetChild(0).gameObject;
 | 
					        lastBlockPrefab = this.gameObject.transform.GetChild(0).gameObject;
 | 
				
			||||||
        lastBlock = this.gameObject.transform.GetChild(0).gameObject;
 | 
					        lastBlock = this.gameObject.transform.GetChild(0).gameObject;
 | 
				
			||||||
        lastBlockSpawnPoint = this.gameObject.transform.GetChild(0).gameObject.transform.position;
 | 
					 | 
				
			||||||
        this.spawnedLevelBlocks.Add(lastBlock);
 | 
					        this.spawnedLevelBlocks.Add(lastBlock);
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -33,7 +30,7 @@ public class ProceduralGeneration : MonoBehaviour
 | 
				
			|||||||
        int pieceCount = 10;
 | 
					        int pieceCount = 10;
 | 
				
			||||||
        float radius = (pieceCount / 2) * 2;
 | 
					        float radius = (pieceCount / 2) * 2;
 | 
				
			||||||
        float angle = 360f / (float)pieceCount;
 | 
					        float angle = 360f / (float)pieceCount;
 | 
				
			||||||
        Vector3 centerPoint = new Vector3(lastObject.transform.position.x, (lastObject.transform.position.y + radius), lastObject.transform.position.z);
 | 
					        Vector3 centerPoint = new Vector3(lastObject.transform.position.x, (lastObject.transform.position.y + radius), lastObject.transform.position.z + 2.0f);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        float heightOffset = radius;
 | 
					        float heightOffset = radius;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -52,14 +49,14 @@ public class ProceduralGeneration : MonoBehaviour
 | 
				
			|||||||
    // Update is called once per frame
 | 
					    // Update is called once per frame
 | 
				
			||||||
    void Update()
 | 
					    void Update()
 | 
				
			||||||
    {
 | 
					    {
 | 
				
			||||||
        int maxNumberOfBlock = 20;
 | 
					        int maxNumberOfBlock = 100;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        Vector3 playerPosition = this.player.transform.position;
 | 
					        Vector3 playerPosition = this.player.transform.position;
 | 
				
			||||||
        float distance = Vector3.Distance(this.spawnedLevelBlocks[0].transform.position, playerPosition);
 | 
					        float distance = Vector3.Distance(this.spawnedLevelBlocks[0].transform.position, playerPosition);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        Debug.Log("Index" + 0);
 | 
					        Debug.Log("Index" + 0);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        if (distance > 20.0f && this.spawnedLevelBlocks.Count > maxNumberOfBlock)
 | 
					        if (distance > 10.0f || this.spawnedLevelBlocks.Count >= maxNumberOfBlock + 5)
 | 
				
			||||||
        {
 | 
					        {
 | 
				
			||||||
            Destroy(this.spawnedLevelBlocks[0]);
 | 
					            Destroy(this.spawnedLevelBlocks[0]);
 | 
				
			||||||
            this.spawnedLevelBlocks.Remove(this.spawnedLevelBlocks[0]);
 | 
					            this.spawnedLevelBlocks.Remove(this.spawnedLevelBlocks[0]);
 | 
				
			||||||
@@ -104,9 +101,8 @@ public class ProceduralGeneration : MonoBehaviour
 | 
				
			|||||||
            if ((blockToSpawn > -1 && (blockToSpawn < (levelBlocks.Count - 1))))
 | 
					            if ((blockToSpawn > -1 && (blockToSpawn < (levelBlocks.Count - 1))))
 | 
				
			||||||
            {
 | 
					            {
 | 
				
			||||||
                blockObjToSpawn = levelBlocks[blockToSpawn];
 | 
					                blockObjToSpawn = levelBlocks[blockToSpawn];
 | 
				
			||||||
                instantiatedGameObject = Instantiate(blockObjToSpawn, new Vector3(0, 0, blockIndex * (b.size.z + 1.0f)), (Quaternion.identity));
 | 
					                instantiatedGameObject = Instantiate(blockObjToSpawn, new Vector3(lastBlock.transform.position.x, lastBlock.transform.position.y, lastBlock.transform.position.y + (b.size.z + 1.0f)), (Quaternion.identity));
 | 
				
			||||||
                this.spawnedLevelBlocks.Add(instantiatedGameObject);
 | 
					                this.spawnedLevelBlocks.Add(instantiatedGameObject);
 | 
				
			||||||
                blockIndex++;
 | 
					 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
            else
 | 
					            else
 | 
				
			||||||
            {
 | 
					            {
 | 
				
			||||||
@@ -114,7 +110,6 @@ public class ProceduralGeneration : MonoBehaviour
 | 
				
			|||||||
                foreach (var spavnedBlock in instantiatedGameObjectLists)
 | 
					                foreach (var spavnedBlock in instantiatedGameObjectLists)
 | 
				
			||||||
                {
 | 
					                {
 | 
				
			||||||
                    this.spawnedLevelBlocks.Add(spavnedBlock);
 | 
					                    this.spawnedLevelBlocks.Add(spavnedBlock);
 | 
				
			||||||
                    blockIndex++;
 | 
					 | 
				
			||||||
                }
 | 
					                }
 | 
				
			||||||
                instantiatedGameObject = this.spawnedLevelBlocks[this.spawnedLevelBlocks.Count - 1];
 | 
					                instantiatedGameObject = this.spawnedLevelBlocks[this.spawnedLevelBlocks.Count - 1];
 | 
				
			||||||
                blockObjToSpawn = levelBlocks[0];
 | 
					                blockObjToSpawn = levelBlocks[0];
 | 
				
			||||||
@@ -123,7 +118,6 @@ public class ProceduralGeneration : MonoBehaviour
 | 
				
			|||||||
            Debug.Log("Spawn" + blockToSpawn);
 | 
					            Debug.Log("Spawn" + blockToSpawn);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
            lastBlock = instantiatedGameObject;
 | 
					            lastBlock = instantiatedGameObject;
 | 
				
			||||||
            lastBlockSpawnPoint = instantiatedGameObject.transform.position;
 | 
					 | 
				
			||||||
            lastBlockPrefab = blockObjToSpawn;
 | 
					            lastBlockPrefab = blockObjToSpawn;
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 
 | 
				
			|||||||
		Reference in New Issue
	
	Block a user