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; private Vector3 lastBlockSpawnPoint; public GameObject lastBlock; private GameObject lastBlockPrefab; private int blockIndex = 0; private int spavnetobjectIndex = 0; // Start is called before the first frame update void Start() { lastBlockPrefab = this.gameObject.transform.GetChild(0).gameObject; lastBlock = this.gameObject.transform.GetChild(0).gameObject; this.spawnedLevelBlocks.Add(lastBlock); } List drawLoop(GameObject lastObject, GameObject objToSpawn) { // configuration: float heightOffset = 10f; float horizontalDistancePerPlatform = 10f; // List levelBlocksSpawnTemp = new List(); Debug.Log("Building LOOP"); int pieceCount = 10; float radius = (pieceCount / 2) * 2; float angle = 360f / (float)pieceCount; Vector3 centerPoint = new Vector3(lastObject.transform.position.x, (lastObject.transform.position.y + radius), lastObject.transform.position.z); for (int i = 1; i < pieceCount + 2; i++) { Quaternion rotation = (Quaternion.AngleAxis((i - 1) * angle, Vector3.back)); Vector3 direction = rotation * Vector3.down; Vector3 position = (lastObject.transform.position + (direction * radius)); levelBlocksSpawnTemp.Add(Instantiate(objToSpawn, new Vector3(position.x, position.y + heightOffset, position.z + (float)(i * horizontalDistancePerPlatform)), rotation)); } return levelBlocksSpawnTemp; } // Update is called once per frame void Update() { Vector3 playerPosition = this.player.transform.position; float distance = Vector3.Distance(this.spawnedLevelBlocks[0].transform.position, playerPosition); Debug.Log("Index" + 0); if (distance > 10.0f && this.spawnedLevelBlocks.Count > 10) { Destroy(this.spawnedLevelBlocks[0]); this.spawnedLevelBlocks.Remove(this.spawnedLevelBlocks[0]); spavnetobjectIndex++; } if (this.spawnedLevelBlocks.Count <= 10) { MeshFilter meshfilter = lastBlock.GetComponent(); Bounds bounds = meshfilter.mesh.bounds; float scale = meshfilter.transform.localScale.x; Bounds b = new Bounds(bounds.center * scale, bounds.size * scale); int blockToSpawn = Random.Range(0, levelBlocks.Count - 1); Debug.Log(blockToSpawn); GameObject instantiatedGameObject; GameObject blockObjToSpawn; blockObjToSpawn = levelBlocks[blockToSpawn]; if (blockObjToSpawn.name == lastBlockPrefab.name) { Debug.Log("Same Block"); if ((blockToSpawn + 1) <= levelBlocks.Count) { blockToSpawn++; } else if ((blockToSpawn - 1) >= levelBlocks.Count) { blockToSpawn--; } if ((blockToSpawn + 1) <= levelBlocks.Count) { blockToSpawn++; } else if ((blockToSpawn - 1) >= levelBlocks.Count) { blockToSpawn--; } } if ((blockToSpawn > -1 && (blockToSpawn < (levelBlocks.Count - 1)))) { blockObjToSpawn = levelBlocks[blockToSpawn]; instantiatedGameObject = Instantiate(blockObjToSpawn, new Vector3(0, 0, blockIndex * (b.size.z + 1.0f)), (Quaternion.identity)); this.spawnedLevelBlocks.Add(instantiatedGameObject); blockIndex++; } else { List instantiatedGameObjectLists = this.drawLoop(lastBlock, levelBlocks[0]); foreach (var spavnedBlock in instantiatedGameObjectLists) { this.spawnedLevelBlocks.Add(spavnedBlock); blockIndex++; } instantiatedGameObject = this.spawnedLevelBlocks[this.spawnedLevelBlocks.Count - 1]; blockObjToSpawn = levelBlocks[0]; } Debug.Log("Spawn" + blockToSpawn); lastBlock = instantiatedGameObject; lastBlockSpawnPoint = instantiatedGameObject.transform.position; lastBlockPrefab = blockObjToSpawn; } } }