Repair generator and add song number 3

This commit is contained in:
haitem 2022-01-30 01:41:59 +01:00
parent 37b6bc6cc8
commit dbe10318e1
9 changed files with 387 additions and 36 deletions

View File

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@ -22,7 +22,7 @@ public class ProceduralGeneration : MonoBehaviour
if (renderers.Length > 0) if (renderers.Length > 0)
{ {
Bounds bounds = renderers[0].bounds; Bounds bounds = renderers[0].bounds;
for (int i = 0; i < renderers.Length; i++) for (int i = 1; i < renderers.Length; i++)
{ {
bounds.Encapsulate(renderers[i].bounds); bounds.Encapsulate(renderers[i].bounds);
} }
@ -37,10 +37,8 @@ public class ProceduralGeneration : MonoBehaviour
GameObject drawPlatform(GameObject lastObject, GameObject objToSpawn, GameObject parentLevelObject) GameObject drawPlatform(GameObject lastObject, GameObject objToSpawn, GameObject parentLevelObject)
{ {
Bounds bounds = this.getPrefabBounds(lastObject); Bounds bounds = this.getPrefabBounds(lastObject);
Bounds b = new Bounds(bounds.center, bounds.size); Bounds b = this.getPrefabBounds(objToSpawn);
Vector3 nextBlockLocation = new Vector3(lastObject.transform.position.x, lastObject.transform.position.y, lastObject.transform.position.z + bounds.extents.z + b.extents.z);
Vector3 nextBlockLocation = new Vector3(lastObject.transform.position.x, lastObject.transform.position.y, lastObject.transform.position.z + b.size.z);
GameObject newObject = Instantiate(objToSpawn, nextBlockLocation, (Quaternion.identity)); GameObject newObject = Instantiate(objToSpawn, nextBlockLocation, (Quaternion.identity));
newObject.transform.parent = parentLevelObject.transform; newObject.transform.parent = parentLevelObject.transform;
return newObject; return newObject;
@ -49,7 +47,7 @@ public class ProceduralGeneration : MonoBehaviour
List<GameObject> spawnSpiralOfPlatforms(GameObject lastObject, GameObject objToSpawn, GameObject parentLevelObject) List<GameObject> spawnSpiralOfPlatforms(GameObject lastObject, GameObject objToSpawn, GameObject parentLevelObject)
{ {
// configuration: // configuration:
float horizontalDistancePerPlatform = (float)Random.Range(0.5f, 2.0f); ; float horizontalDistancePerPlatform = (float)Random.Range(0.5f, 2.0f);
List<GameObject> levelBlocksSpawnTemp = new List<GameObject>(); List<GameObject> levelBlocksSpawnTemp = new List<GameObject>();
// Debug.Log("Building LOOP"); // Debug.Log("Building LOOP");
@ -59,9 +57,9 @@ public class ProceduralGeneration : MonoBehaviour
float angle = 360f / (float)pieceCount; float angle = 360f / (float)pieceCount;
Bounds bounds = this.getPrefabBounds(lastObject); Bounds bounds = this.getPrefabBounds(lastObject);
Bounds b = new Bounds(bounds.center, bounds.size); Bounds b = this.getPrefabBounds(objToSpawn);
Vector3 centerPoint = new Vector3(lastObject.transform.position.x, (lastObject.transform.position.y + radius), lastObject.transform.position.z + b.size.z); Vector3 centerPoint = new Vector3(lastObject.transform.position.x, (lastObject.transform.position.y + radius), lastObject.transform.position.z + (lastObject.name.Contains("chunk") ? bounds.size.z : bounds.extents.z) + b.extents.z);
float heightOffset = radius; float heightOffset = radius;
@ -71,7 +69,7 @@ public class ProceduralGeneration : MonoBehaviour
Vector3 direction = rotation * Vector3.down; Vector3 direction = rotation * Vector3.down;
Vector3 position = (lastObject.transform.position + (direction * radius)); Vector3 position = (lastObject.transform.position + (direction * radius));
GameObject newObject = Instantiate(objToSpawn, new Vector3(position.x, position.y + heightOffset, position.z + (float)(i * horizontalDistancePerPlatform)), rotation); GameObject newObject = Instantiate(objToSpawn, new Vector3(position.x, position.y + heightOffset, position.z + (float)(i * horizontalDistancePerPlatform) + (lastObject.name.Contains("chunk") ? bounds.extents.z : 0f)), rotation);
newObject.transform.parent = parentLevelObject.transform; newObject.transform.parent = parentLevelObject.transform;
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@ -20,7 +20,7 @@ public class gizmoManager : MonoBehaviour
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for (int i = 1, ni = renderers.Length; i < ni; i++) for (int i = 0, ni = renderers.Length; i < ni; i++)
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