using System.Collections; using System.Collections.Generic; using UnityEngine; public class ProceduralGeneration : MonoBehaviour { public List levelBlocks = new List(); public List spawnedLevelBlocks = new List(); public GameObject player = null; public GameObject lastBlock; private GameObject lastBlockPrefab; private int spavnetobjectIndex = 0; private int maximumNumberOfPlatformsAtScene = 100; private float maximumDistanceOfPlatformFromPlayer = 20.0f; private GameObject levelParrent = null; Bounds getPrefabBounds(GameObject go) { Renderer[] renderers = go.GetComponentsInChildren(); if (renderers.Length > 0) { Bounds bounds = renderers[0].bounds; for (int i = 1; i < renderers.Length; i++) { bounds.Encapsulate(renderers[i].bounds); } return bounds; } else { return new Bounds(); } } GameObject drawPlatform(GameObject lastObject, GameObject objToSpawn, GameObject parentLevelObject) { Bounds bounds = this.getPrefabBounds(lastObject); 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); GameObject newObject = Instantiate(objToSpawn, nextBlockLocation, (Quaternion.identity)); newObject.transform.parent = parentLevelObject.transform; return newObject; } List spawnSpiralOfPlatforms(GameObject lastObject, GameObject objToSpawn, GameObject parentLevelObject) { // configuration: float horizontalDistancePerPlatform = (float)Random.Range(2.0f, 3.0f); List levelBlocksSpawnTemp = new List(); // Debug.Log("Building LOOP"); int pieceCount = 10; float radius = (pieceCount / 2) * 2; float angle = 360f / (float)pieceCount; Bounds bounds = this.getPrefabBounds(lastObject); Bounds b = this.getPrefabBounds(objToSpawn); 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; for (int i = 1; i < pieceCount + 1; i++) { Quaternion rotation = (Quaternion.AngleAxis(i * angle, Vector3.back)); Vector3 direction = rotation * Vector3.down; Vector3 position = (lastObject.transform.position + (direction * radius)); 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; levelBlocksSpawnTemp.Add(newObject); } return levelBlocksSpawnTemp; } // Start is called before the first frame update void Start() { levelParrent = this.gameObject; lastBlockPrefab = this.gameObject.transform.GetChild(0).gameObject; lastBlock = this.gameObject.transform.GetChild(0).gameObject; this.spawnedLevelBlocks.Add(lastBlock); } // Update is called once per frame void Update() { Vector3 playerPosition = this.player.transform.position; PlayerController playerControlsSript = this.player.GetComponent(); if (playerControlsSript.isFalling) { return; } for (var i = 0; i < this.spawnedLevelBlocks.Count; i++) { float distance = Vector3.Distance(this.spawnedLevelBlocks[i].transform.position, playerPosition); if (distance > this.maximumDistanceOfPlatformFromPlayer && this.spawnedLevelBlocks.Count >= this.maximumNumberOfPlatformsAtScene && playerPosition.z > this.spawnedLevelBlocks[i].transform.position.z) { Destroy(this.spawnedLevelBlocks[i]); this.spawnedLevelBlocks.Remove(this.spawnedLevelBlocks[i]); spavnetobjectIndex++; } else { break; } } if (this.spawnedLevelBlocks.Count <= this.maximumNumberOfPlatformsAtScene) { GameObject instantiatedGameObject; GameObject blockObjToSpawn; int blockToSpawn = Random.Range(0, (levelBlocks.Count + 1)); if (blockToSpawn > 31 && (blockToSpawn < levelBlocks.Count) && levelBlocks[blockToSpawn].name == lastBlockPrefab.name) { Debug.Log("Same Block"); if (blockToSpawn > levelBlocks.Count || blockToSpawn < 0) { blockToSpawn = Random.Range(0, levelBlocks.Count); } } if (blockToSpawn > -1 && (blockToSpawn < levelBlocks.Count)) { blockObjToSpawn = levelBlocks[blockToSpawn]; instantiatedGameObject = this.drawPlatform(this.lastBlock, this.levelBlocks[blockToSpawn], this.levelParrent); this.spawnedLevelBlocks.Add(instantiatedGameObject); } else { List instantiatedGameObjectLists = this.spawnSpiralOfPlatforms(lastBlock, levelBlocks[0], this.levelParrent); foreach (var spavnedBlock in instantiatedGameObjectLists) { this.spawnedLevelBlocks.Add(spavnedBlock); } instantiatedGameObject = this.spawnedLevelBlocks[this.spawnedLevelBlocks.Count - 1]; blockObjToSpawn = levelBlocks[0]; } this.lastBlock = instantiatedGameObject; this.lastBlockPrefab = blockObjToSpawn; } } }