91 lines
3.0 KiB
C#
91 lines
3.0 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
public class ProceduralGeneration : MonoBehaviour
|
|
{
|
|
public List<GameObject> levelBlocks = new List<GameObject>();
|
|
private List<GameObject> spawnedLevelBlocks = new List<GameObject>();
|
|
public GameObject player = null;
|
|
private Vector3 lastBlockSpawnPoint;
|
|
private GameObject lastBlock;
|
|
private GameObject lastBlockPrefab;
|
|
private int blockIndex = 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;
|
|
spawnedLevelBlocks.Add(lastBlock);
|
|
|
|
|
|
int pieceCount = 10;
|
|
float radius = (pieceCount + 1 / 2) * 2;
|
|
float angle = 360f / (float)pieceCount;
|
|
|
|
for (int i = 1; i < pieceCount + 1; i++)
|
|
{
|
|
|
|
|
|
Quaternion rotation = (Quaternion.AngleAxis(i * angle, Vector3.back));
|
|
Vector3 direction = rotation * Vector3.down;
|
|
Vector3 position = (transform.position + (direction * radius)) * (float)(1 + i * 0.05f);
|
|
|
|
|
|
Instantiate(levelBlocks[0], new Vector3(position.x, position.y, position.z), rotation);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// Update is called once per frame
|
|
void Update()
|
|
{
|
|
Vector3 playerPosition = this.player.transform.position;
|
|
float distance = Vector3.Distance(spawnedLevelBlocks[0].transform.position, playerPosition);
|
|
Debug.Log(distance);
|
|
|
|
if (distance > 10.0f && spawnedLevelBlocks.Count > 10)
|
|
{
|
|
Destroy(spawnedLevelBlocks[0]);
|
|
spawnedLevelBlocks.Remove(spawnedLevelBlocks[0]);
|
|
}
|
|
|
|
if (spawnedLevelBlocks.Count <= 10)
|
|
{
|
|
MeshFilter meshfilter = lastBlock.GetComponent<MeshFilter>();
|
|
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);
|
|
GameObject 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--;
|
|
}
|
|
blockObjToSpawn = levelBlocks[blockToSpawn];
|
|
}
|
|
|
|
GameObject instantiatedGameObject = Instantiate(blockObjToSpawn, new Vector3(0, 0, blockIndex * (b.size.z + 1.0f)), (Quaternion.identity));
|
|
|
|
lastBlock = instantiatedGameObject;
|
|
spawnedLevelBlocks.Add(lastBlock);
|
|
lastBlockPrefab = blockObjToSpawn;
|
|
lastBlockSpawnPoint = instantiatedGameObject.transform.position;
|
|
blockIndex++;
|
|
}
|
|
}
|
|
}
|