ProceduralGenerationFix
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4707a51a68
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@ -63,12 +63,16 @@ public class PlayerController : MonoBehaviour
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currentSpeed += 0.0005f;
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}
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if (Input.GetAxis("Vertical") > 0 && currentSpeed < maxSpeed) {
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if (!canMove) {
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if (Input.GetAxis("Vertical") > 0 && currentSpeed < maxSpeed)
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{
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if (!canMove)
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{
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canMove = true;
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}
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currentSpeed += 0.01f;
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} else if (Input.GetAxis("Vertical") < 0 && currentSpeed > minSpeed) {
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}
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else if (Input.GetAxis("Vertical") < 0 && currentSpeed > minSpeed)
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{
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currentSpeed -= 0.01f;
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}
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@ -174,7 +178,8 @@ public class PlayerController : MonoBehaviour
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Vector3 gDirection;
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PlatformManager platform = other.gameObject.GetComponent<PlatformManager>();
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gDirection = -other.GetContact(0).normal;
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if (platform != null) {
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if (platform != null)
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{
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switch (platform.type)
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{
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case PlatformManager.PlatformType.Push:
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@ -191,9 +196,12 @@ public class PlayerController : MonoBehaviour
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modifier += platform.speed;
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break;
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case PlatformManager.PlatformType.SpeedDown:
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if (modifier - platform.speed >= 0) {
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if (modifier - platform.speed >= 0)
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{
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modifier -= platform.speed;
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} else {
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}
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else
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{
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modifier = 0.0f;
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}
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break;
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@ -201,10 +209,12 @@ public class PlayerController : MonoBehaviour
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gDirection = -other.GetContact(0).normal;
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break;
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}
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} else {
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gDirection = -other.GetContact(0).normal;
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}
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platformForward = other.transform.forward;
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else
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{
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gDirection = -transform.up;
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}
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platformForward = other.transform.forward;
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this.downDirection = gDirection;
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Physics.gravity = gDirection * 9.81f;
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}
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@ -10,13 +10,21 @@ public class ProceduralGeneration : MonoBehaviour
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public GameObject lastBlock;
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private GameObject lastBlockPrefab;
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private int spavnetobjectIndex = 0;
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private int maximumNumberOfPlatformsAtScene = 100;
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private float maximumDistanceOfPlatformFromPlayer = 20.0f;
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// Start is called before the first frame update
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void Start()
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GameObject drawPlatform(GameObject lastObject, GameObject objToSpawn)
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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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this.spawnedLevelBlocks.Add(lastBlock);
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MeshFilter meshfilter = lastObject.GetComponent<MeshFilter>();
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Bounds bounds = meshfilter.mesh.bounds;
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float scale = meshfilter.transform.localScale.x;
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Bounds b = new Bounds(bounds.center * scale, bounds.size * scale);
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Vector3 nextBlockLocation = new Vector3(lastObject.transform.position.x, lastObject.transform.position.y, lastObject.transform.position.z + b.size.z + 1.0f);
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}
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List<GameObject> spawnSpiralOfPlatforms(GameObject lastObject, GameObject objToSpawn)
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@ -53,19 +61,23 @@ public class ProceduralGeneration : MonoBehaviour
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return levelBlocksSpawnTemp;
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}
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// Start is called before the first frame update
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void Start()
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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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this.spawnedLevelBlocks.Add(lastBlock);
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}
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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 = 200;
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Vector3 playerPosition = this.player.transform.position;
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Debug.Log("Index" + 0);
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for (var i = 0; i < this.spawnedLevelBlocks.Count; i++)
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{
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float distance = Vector3.Distance(this.spawnedLevelBlocks[i].transform.position, playerPosition);
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if (distance > 10.0f && this.spawnedLevelBlocks.Count >= maxNumberOfBlock)
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if (distance > this.maximumDistanceOfPlatformFromPlayer && this.spawnedLevelBlocks.Count >= this.maximumNumberOfPlatformsAtScene)
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{
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Destroy(this.spawnedLevelBlocks[i]);
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this.spawnedLevelBlocks.Remove(this.spawnedLevelBlocks[i]);
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@ -78,7 +90,7 @@ public class ProceduralGeneration : MonoBehaviour
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}
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if (this.spawnedLevelBlocks.Count <= maxNumberOfBlock)
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if (this.spawnedLevelBlocks.Count <= this.maximumNumberOfPlatformsAtScene)
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{
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int blockToSpawn = Random.Range(0, levelBlocks.Count);
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@ -97,15 +109,7 @@ public class ProceduralGeneration : MonoBehaviour
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if ((blockToSpawn > -1 && (blockToSpawn < (levelBlocks.Count - 1))))
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{
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MeshFilter meshfilter = this.lastBlock.GetComponent<MeshFilter>();
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Bounds bounds = meshfilter.mesh.bounds;
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float scale = meshfilter.transform.localScale.x;
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Bounds b = new Bounds(bounds.center * scale, bounds.size * scale);
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blockObjToSpawn = levelBlocks[blockToSpawn];
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Vector3 nextBlockLocation = new Vector3(this.lastBlock.transform.position.x, this.lastBlock.transform.position.y, this.lastBlock.transform.position.z + b.size.z + 1.0f);
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instantiatedGameObject = Instantiate(blockObjToSpawn, nextBlockLocation, (Quaternion.identity));
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instantiatedGameObject = this.drawPlatform(this.lastBlock, this.levelBlocks[blockToSpawn]);
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this.spawnedLevelBlocks.Add(instantiatedGameObject);
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}
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@ -120,7 +124,6 @@ public class ProceduralGeneration : MonoBehaviour
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blockObjToSpawn = levelBlocks[0];
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}
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Debug.Log("Spawn" + blockToSpawn);
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this.lastBlock = instantiatedGameObject;
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this.lastBlockPrefab = blockObjToSpawn;
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