Merge branches 'main' and 'main' of https://git.steelants.cz/GJP/GGJ2022

This commit is contained in:
nexovec 2022-01-29 19:38:07 +01:00
commit 6116a2ce73
6 changed files with 115 additions and 29 deletions

View File

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m_MotionVectors: 1 m_MotionVectors: 1
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m_ReflectionProbeUsage: 1 m_ReflectionProbeUsage: 1
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m_RayTraceProcedural: 0
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m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
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View File

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View File

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View File

@ -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;

View File

@ -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;
} }
} }