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@@ -5,6 +5,11 @@ using UnityEngine.U2D;
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public class LevelGeneratorV2 : MonoBehaviour
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{
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public static LevelGeneratorV2 instance;
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void Awake(){
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instance= this;
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}
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public LineRenderer debugLine;
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[SerializeField]public Range amplitude = new Range(1,2);
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[SerializeField]public Range distance = new Range(2,5);
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@@ -19,6 +24,7 @@ public class LevelGeneratorV2 : MonoBehaviour
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public float tangentSmoothness = 1.5f;
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float space =0;
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float spaceBot =0;
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[Header("Asteroids")]
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public float asteroidGenerationHeightThreshold =6;
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@@ -28,10 +34,15 @@ public class LevelGeneratorV2 : MonoBehaviour
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public Range asteroidTorque = new Range(0.1f,0.5f);
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public Range asteroidsPerBlock = new Range(4,8);
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[Header("PowerUps")]
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public GameObject powerupPrefabs;
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public float powerupDistanceInterval = 500;
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// Start is called before the first frame update
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void Start()
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{
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lastPowerupX = powerupDistanceInterval;
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Application.targetFrameRate = 60;
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// #if UNITY_EDITOR
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// debugLine.gameObject.SetActive(true);
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@@ -57,10 +68,12 @@ public class LevelGeneratorV2 : MonoBehaviour
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List<Vector3> points = new List<Vector3>();
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float a;
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public float heightSmoothness = 0.1f;
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float lastPowerupX;
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void GenerateNext(int amount = 50){
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Range height = heights[Random.Range(0,heights.Length)];
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Debug.Log(height);
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if(space <= 0){space = height.GetRandom();}
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if(spaceBot <= 0){spaceBot = height.GetRandom();}
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space = Mathf.Lerp(space, height.GetRandom(), heightSmoothness);
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if(points.Count <= 0){points.Add(new Vector3(0,0));}
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@@ -85,6 +98,12 @@ public class LevelGeneratorV2 : MonoBehaviour
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rb.transform.localScale = rb.transform.localScale * asteroidScale.GetRandom();
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asteroids++;
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}
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if(lastPowerupX < x){
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lastPowerupX += powerupDistanceInterval;
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borrowedPickups.Add(ObjectPool.Spawn(powerupPrefabs, new Vector3(x,y)));
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}
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}
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@@ -108,6 +127,7 @@ public class LevelGeneratorV2 : MonoBehaviour
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//Top Terrain
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SpriteShapeController top_controller = pooled[0];
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spaceBot = Mathf.Lerp(spaceBot, height.GetRandom(), heightSmoothness);
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borrowed.Add(pooled[0]);
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pooled.RemoveAt(0);
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@@ -115,18 +135,19 @@ public class LevelGeneratorV2 : MonoBehaviour
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top_controller.spline.Clear();
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InsertNewPoint(top_controller, points[startIndex]+ new Vector3(0, 50));
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for(int i=startIndex; i < points.Count; i++){
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InsertNewPoint(top_controller, points[i] + new Vector3(0, space));
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InsertNewPoint(top_controller, points[i] + new Vector3(0, spaceBot));
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}
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InsertNewPoint(top_controller, points[points.Count-1] + new Vector3(0,50));
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top_controller.GetComponent<PolygonCollider2D>().enabled=true;
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top_controller.transform.position = Vector3.zero;
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top_controller.gameObject.SetActive(false);
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top_controller.gameObject.SetActive(true);
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Debug.Log(space+ ", " + spaceBot);
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UpdateLine();
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}
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public List<GameObject> borrowedAsteroids = new List<GameObject>();
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public List<GameObject> borrowedPickups = new List<GameObject>();
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void CleanupBorrowed(){
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for(int i= borrowed.Count-1; i > 0; i--){
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if(borrowed[i].spline.GetPosition(borrowed[i].spline.GetPointCount()-1).x < PlayerController.position.x -30){
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@@ -141,6 +162,22 @@ public class LevelGeneratorV2 : MonoBehaviour
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borrowedAsteroids.RemoveAt(i);
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}
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}
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for(int i=borrowedPickups.Count-1; i> 0; i--){
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if(borrowedPickups[i].transform.position.x + 20 < PlayerController.position.x){
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ObjectPool.Despawn(borrowedPickups[i]);
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borrowedPickups.RemoveAt(i);
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}
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}
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}
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public void DespawnPickup(GameObject obj){
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ObjectPool.Despawn(obj);
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borrowedPickups.Remove(obj);
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}
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public void DespawnAsteroid(GameObject obj){
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ObjectPool.Despawn(obj);
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borrowedAsteroids.Remove(obj);
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}
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void UpdateLine(){
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