Procedural Generation Tweaks
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@ -1391,7 +1391,7 @@ Transform:
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@ -7,10 +7,8 @@ public class ProceduralGeneration : MonoBehaviour
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public List<GameObject> levelBlocks = new List<GameObject>();
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public List<GameObject> spawnedLevelBlocks = new List<GameObject>();
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public GameObject player = null;
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private Vector3 lastBlockSpawnPoint;
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public GameObject lastBlock;
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private GameObject lastBlockPrefab;
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private int blockIndex = 0;
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private int spavnetobjectIndex = 0;
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// Start is called before the first frame update
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@ -18,7 +16,6 @@ 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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@ -33,7 +30,7 @@ public class ProceduralGeneration : MonoBehaviour
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int pieceCount = 10;
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float radius = (pieceCount / 2) * 2;
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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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Vector3 centerPoint = new Vector3(lastObject.transform.position.x, (lastObject.transform.position.y + radius), lastObject.transform.position.z + 2.0f);
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float heightOffset = radius;
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@ -52,14 +49,14 @@ 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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int maxNumberOfBlock = 100;
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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 > 20.0f && this.spawnedLevelBlocks.Count > maxNumberOfBlock)
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if (distance > 10.0f || this.spawnedLevelBlocks.Count >= maxNumberOfBlock + 5)
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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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@ -104,9 +101,8 @@ public class ProceduralGeneration : MonoBehaviour
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if ((blockToSpawn > -1 && (blockToSpawn < (levelBlocks.Count - 1))))
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{
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blockObjToSpawn = levelBlocks[blockToSpawn];
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instantiatedGameObject = Instantiate(blockObjToSpawn, new Vector3(0, 0, blockIndex * (b.size.z + 1.0f)), (Quaternion.identity));
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instantiatedGameObject = Instantiate(blockObjToSpawn, new Vector3(lastBlock.transform.position.x, lastBlock.transform.position.y, lastBlock.transform.position.y + (b.size.z + 1.0f)), (Quaternion.identity));
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this.spawnedLevelBlocks.Add(instantiatedGameObject);
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blockIndex++;
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}
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else
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{
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@ -114,7 +110,6 @@ public class ProceduralGeneration : MonoBehaviour
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foreach (var spavnedBlock in instantiatedGameObjectLists)
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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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@ -123,7 +118,6 @@ 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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}
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}
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