Merge branch 'main' of https://git.steelants.cz/GJP/GGJ2022
This commit is contained in:
		@@ -1391,7 +1391,7 @@ Transform:
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@@ -1414,7 +1414,7 @@ MeshRenderer:
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@@ -1477,17 +1477,19 @@ MonoBehaviour:
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@@ -172,7 +172,9 @@ MonoBehaviour:
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@@ -18,15 +18,14 @@ public class ProceduralGeneration : MonoBehaviour
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    {
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        lastBlockPrefab = this.gameObject.transform.GetChild(0).gameObject;
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        lastBlock = this.gameObject.transform.GetChild(0).gameObject;
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        lastBlockSpawnPoint = this.gameObject.transform.GetChild(0).gameObject.transform.position;
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        this.spawnedLevelBlocks.Add(lastBlock);
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    }
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    List<GameObject> drawLoop(GameObject lastObject, GameObject objToSpawn)
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    {
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        // configuration:
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        float heightOffset = 10f;
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        float horizontalDistancePerPlatform = 10f;
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        //
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        float horizontalDistancePerPlatform = 0.5f;
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        List<GameObject> levelBlocksSpawnTemp = new List<GameObject>();
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        Debug.Log("Building LOOP");
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@@ -36,6 +35,8 @@ public class ProceduralGeneration : MonoBehaviour
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        float angle = 360f / (float)pieceCount;
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        Vector3 centerPoint = new Vector3(lastObject.transform.position.x, (lastObject.transform.position.y + radius), lastObject.transform.position.z);
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        float heightOffset = radius;
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        for (int i = 1; i < pieceCount + 2; i++)
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        {
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            Quaternion rotation = (Quaternion.AngleAxis((i - 1) * angle, Vector3.back));
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@@ -51,19 +52,21 @@ public class ProceduralGeneration : MonoBehaviour
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    // Update is called once per frame
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    void Update()
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    {
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        int maxNumberOfBlock = 20;
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        Vector3 playerPosition = this.player.transform.position;
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        float distance = Vector3.Distance(this.spawnedLevelBlocks[0].transform.position, playerPosition);
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        Debug.Log("Index" + 0);
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        if (distance > 10.0f && this.spawnedLevelBlocks.Count > 10)
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        if (distance > 20.0f && this.spawnedLevelBlocks.Count > maxNumberOfBlock)
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        {
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            Destroy(this.spawnedLevelBlocks[0]);
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            this.spawnedLevelBlocks.Remove(this.spawnedLevelBlocks[0]);
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            spavnetobjectIndex++;
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        }
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        if (this.spawnedLevelBlocks.Count <= 10)
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        if (this.spawnedLevelBlocks.Count <= maxNumberOfBlock)
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        {
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            MeshFilter meshfilter = lastBlock.GetComponent<MeshFilter>();
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            Bounds bounds = meshfilter.mesh.bounds;
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@@ -73,8 +76,6 @@ public class ProceduralGeneration : MonoBehaviour
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            int blockToSpawn = Random.Range(0, levelBlocks.Count - 1);
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            Debug.Log(blockToSpawn);
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            GameObject instantiatedGameObject;
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            GameObject blockObjToSpawn;
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@@ -114,7 +115,6 @@ public class ProceduralGeneration : MonoBehaviour
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                {
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                    this.spawnedLevelBlocks.Add(spavnedBlock);
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                    blockIndex++;
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                }
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                instantiatedGameObject = this.spawnedLevelBlocks[this.spawnedLevelBlocks.Count - 1];
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                blockObjToSpawn = levelBlocks[0];
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@@ -122,7 +122,6 @@ public class ProceduralGeneration : MonoBehaviour
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            Debug.Log("Spawn" + blockToSpawn);
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            lastBlock = instantiatedGameObject;
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            lastBlockSpawnPoint = instantiatedGameObject.transform.position;
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            lastBlockPrefab = blockObjToSpawn;
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