GGJ2022/Assets/Scripts/ProceduralGeneration.cs

133 lines
4.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ProceduralGeneration : MonoBehaviour
{
public List<GameObject> levelBlocks = new List<GameObject>();
public List<GameObject> spawnedLevelBlocks = new List<GameObject>();
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<GameObject> drawLoop(GameObject lastObject, GameObject objToSpawn)
{
// configuration:
float heightOffset = 10f;
float horizontalDistancePerPlatform = 10f;
//
List<GameObject> levelBlocksSpawnTemp = new List<GameObject>();
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<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 - 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<GameObject> 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;
}
}
}