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public Vector3 lastBlockSpawnPoint; - public GameObject lastBlock; + private List spawnedLevelBlocks = new List(); + public GameObject player = null; + private Vector3 lastBlockSpawnPoint; + private GameObject lastBlock; + private GameObject lastBlockPrefab; + private int blockIndex = 0; // Start is called before the first frame update void Start() { + lastBlockPrefab = this.gameObject.transform.GetChild(0).gameObject; + lastBlock = this.gameObject.transform.GetChild(0).gameObject; + spawnedLevelBlocks.Add(lastBlock); - for (var i = 0; i < 10; i++) + + int pieceCount = 10; + float radius = (pieceCount + 1 / 2) * 2; + float angle = 360f / (float)pieceCount; + + for (int i = 1; i < pieceCount + 1; i++) + { + + + Quaternion rotation = (Quaternion.AngleAxis(i * angle, Vector3.back)); + Vector3 direction = rotation * Vector3.down; + Vector3 position = (transform.position + (direction * radius)) * (float)(1 + i * 0.05f); + + + Instantiate(levelBlocks[0], new Vector3(position.x, position.y, position.z), rotation); + } + } + + + + // Update is called once per frame + void Update() + { + Vector3 playerPosition = this.player.transform.position; + float distance = Vector3.Distance(spawnedLevelBlocks[0].transform.position, playerPosition); + Debug.Log(distance); + + if (distance > 10.0f && spawnedLevelBlocks.Count > 10) + { + Destroy(spawnedLevelBlocks[0]); + spawnedLevelBlocks.Remove(spawnedLevelBlocks[0]); + } + + if (spawnedLevelBlocks.Count <= 10) { MeshFilter meshfilter = lastBlock.GetComponent(); Bounds bounds = meshfilter.mesh.bounds; @@ -21,19 +61,30 @@ public class ProceduralGeneration : MonoBehaviour float scale = meshfilter.transform.localScale.x; Bounds b = new Bounds(bounds.center * scale, bounds.size * scale); - Debug.Log(b.size.x); + int blockToSpawn = Random.Range(0, levelBlocks.Count); + GameObject blockObjToSpawn = levelBlocks[blockToSpawn]; - GameObject instantiatedGameObject = Instantiate(levelBlocks[1], new Vector3(0, 0, i * (b.size.z * 2)), Quaternion.identity); - instantiatedGameObject.transform.SetParent(this.gameObject.transform); + if (blockObjToSpawn.name == lastBlockPrefab.name) + { + Debug.Log("Same Block"); + if ((blockToSpawn + 1) <= levelBlocks.Count) + { + blockToSpawn++; + } + else if ((blockToSpawn - 1) >= levelBlocks.Count) + { + blockToSpawn--; + } + blockObjToSpawn = levelBlocks[blockToSpawn]; + } + + GameObject instantiatedGameObject = Instantiate(blockObjToSpawn, new Vector3(0, 0, blockIndex * (b.size.z + 1.0f)), (Quaternion.identity)); lastBlock = instantiatedGameObject; + spawnedLevelBlocks.Add(lastBlock); + lastBlockPrefab = blockObjToSpawn; lastBlockSpawnPoint = instantiatedGameObject.transform.position; + blockIndex++; } } - - // Update is called once per frame - void Update() - { - - } }