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[SerializeField]public Range height = new Range(3,6); + [SerializeField]public Range[] heights; public float frequency = 0.1f; @@ -18,6 +18,15 @@ public class LevelGeneratorV2 : MonoBehaviour List pooled,borrowed = new List(); public float tangentSmoothness = 1.5f; + float space =0; + + [Header("Asteroids")] + public float asteroidGenerationHeightThreshold =6; + public GameObject[] asteroidPrefabs; + public Range asteroidScale = new Range(1,5); + public Range asteroidSpeed = new Range(0.1f,0.5f); + public Range asteroidTorque = new Range(0.1f,0.5f); + public Range asteroidsPerBlock = new Range(4,8); // Start is called before the first frame update @@ -32,35 +41,56 @@ public class LevelGeneratorV2 : MonoBehaviour pooled = new List(); borrowed = new List(); foreach(SpriteShapeController shape in shapes){pooled.Add(shape);} - GenerateNext(amount:100); + GenerateNext(); } // Update is called once per frame void Update() { - if(PlayerController.position.x > lastStart){ + if(PlayerController.position.x > lastStart + 50){ GenerateNext(); + Debug.Log("Generating Next"); } } float lastStart; List points = new List(); float a; - - void GenerateNext(int amount = 100){ + public float heightSmoothness = 0.1f; + void GenerateNext(int amount = 50){ + Range height = heights[Random.Range(0,heights.Length)]; + Debug.Log(height); + if(space <= 0){space = height.GetRandom();} + + space = Mathf.Lerp(space, height.GetRandom(), heightSmoothness); if(points.Count <= 0){points.Add(new Vector3(0,0));} int startIndex = points.Count-1; lastStart = points[startIndex].x; + + int asteroids = 1; + int asteroidsLimit = (int)asteroidsPerBlock.GetRandom(); for(int i=0; i < amount; i++){ a+= frequency; float y = Mathf.Sin(a) * amplitude.GetRandom(); float x = points[points.Count-1].x + distance.GetRandom(); points.Add(new Vector3(x,y)); + + if(asteroids < Mathf.CeilToInt(i / (amount/(float)asteroidsLimit)) && height.max > asteroidGenerationHeightThreshold){ + // Rigidbody2D rb = Instantiate(asteroidPrefabs[Random.Range(0,asteroidPrefabs.Length)], new Vector3(x,y),Quaternion.identity).GetComponent(); + Rigidbody2D rb = ObjectPool.Spawn(asteroidPrefabs[Random.Range(0,asteroidPrefabs.Length)], new Vector3(x,y)).GetComponent(); + borrowedAsteroids.Add(rb.gameObject); + rb.AddForce(new Vector2(asteroidSpeed.GetRandom(), asteroidSpeed.GetRandom())); + rb.AddTorque(asteroidTorque.GetRandom()); + rb.transform.localScale = rb.transform.localScale * asteroidScale.GetRandom(); + asteroids++; + } } + CleanupBorrowed(); + //Bottom Terrain SpriteShapeController bot_controller = pooled[0]; borrowed.Add(pooled[0]); pooled.RemoveAt(0); @@ -68,23 +98,27 @@ public class LevelGeneratorV2 : MonoBehaviour bot_controller.spline.Clear(); InsertNewPoint(bot_controller, points[startIndex]- new Vector3(0, 50)); for(int i=startIndex; i < points.Count; i++){ - InsertNewPoint(bot_controller, points[i] - new Vector3(0, height.GetRandom())); + InsertNewPoint(bot_controller, points[i] - new Vector3(0, space)); } InsertNewPoint(bot_controller, points[points.Count-1] - new Vector3(0,50)); + bot_controller.GetComponent().enabled=true; bot_controller.transform.position = Vector3.zero; bot_controller.gameObject.SetActive(false); bot_controller.gameObject.SetActive(true); + //Top Terrain SpriteShapeController top_controller = pooled[0]; + borrowed.Add(pooled[0]); pooled.RemoveAt(0); top_controller.spline.Clear(); InsertNewPoint(top_controller, points[startIndex]+ new Vector3(0, 50)); for(int i=startIndex; i < points.Count; i++){ - InsertNewPoint(top_controller, points[i] + new Vector3(0, height.GetRandom())); + InsertNewPoint(top_controller, points[i] + new Vector3(0, space)); } InsertNewPoint(top_controller, points[points.Count-1] + new Vector3(0,50)); + top_controller.GetComponent().enabled=true; top_controller.transform.position = Vector3.zero; top_controller.gameObject.SetActive(false); top_controller.gameObject.SetActive(true); @@ -92,13 +126,21 @@ public class LevelGeneratorV2 : MonoBehaviour UpdateLine(); } + public List borrowedAsteroids = new List(); void CleanupBorrowed(){ for(int i= borrowed.Count-1; i > 0; i--){ if(borrowed[i].spline.GetPosition(borrowed[i].spline.GetPointCount()-1).x < PlayerController.position.x -30){ pooled.Add(borrowed[i]); + borrowed[i].GetComponent().enabled = false; borrowed.RemoveAt(i); } } + for(int i=borrowedAsteroids.Count-1; i> 0; i--){ + if(borrowedAsteroids[i].transform.position.x + 20 < PlayerController.position.x){ + ObjectPool.Despawn(borrowedAsteroids[i]); + borrowedAsteroids.RemoveAt(i); + } + } } void UpdateLine(){ diff --git a/Assets/Scripts/ObjectPool.cs b/Assets/Scripts/ObjectPool.cs new file mode 100644 index 0000000..6c1601b --- /dev/null +++ b/Assets/Scripts/ObjectPool.cs @@ -0,0 +1,48 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ObjectPool : MonoBehaviour +{ + public static ObjectPool instance; + public static Dictionary> pool = new Dictionary>(); + + void Awake(){ + pool = new Dictionary>(); + instance= this; + } + + public static GameObject Spawn(GameObject obj, Vector3 position){ + if(pool.ContainsKey(obj.name)){ + // Debug.Log($"Has key : {pool[obj.name].Count}"); + //use from pool + if(pool[obj.name].Count <=0){ + GameObject go = Instantiate(obj, position, Quaternion.identity); + return go; + }else{ + GameObject chosen = pool[obj.name][0].gameObject; + chosen.gameObject.SetActive(true); + chosen.transform.position = position; + pool[obj.name].RemoveAt(0); + // Debug.Log("Reusing"); + return chosen; + } + }else{ + GameObject go = Instantiate(obj, position, Quaternion.identity); + return go; + } + } + + public static void Despawn(GameObject obj){ + string objName = obj.name.Replace("(Clone)",""); + if(!pool.ContainsKey(objName)){ + pool.Add(objName, new List()); + } + + pool[objName].Add(obj); + + obj.SetActive(false); + + // Debug.Log($"Adding {objName} back to pool, " + pool[objName].Count); + } +} diff --git a/Assets/Scripts/ObjectPool.cs.meta b/Assets/Scripts/ObjectPool.cs.meta new file mode 100644 index 0000000..53adc25 --- /dev/null +++ b/Assets/Scripts/ObjectPool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d98f34a73480bb4739a3c4e7e95afc19 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index 29105e2..733c954 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -27,9 +27,14 @@ public class PlayerController : MonoBehaviour } + // float t2=0; // Update is called once per frame void FixedUpdate() { + // if(t2 < 1){ + // t2+=Time.deltaTime; + // return; + // } transform.Translate(new Vector3(movingSpeed,0), Space.World); input = Mathf.Lerp(input, dif / inputRange, inputSmoothness); @@ -37,7 +42,7 @@ public class PlayerController : MonoBehaviour transform.Translate(new Vector3(0,input * verticalSpeed), Space.World); transform.localEulerAngles = new Vector3(0,0,input * rotationRange); - 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