using System.Collections; using System.Collections.Generic; using System.Threading.Tasks; using UnityEngine; using UnityEngine.U2D; public class LevelGenerator : MonoBehaviour { public GameObject spriteShapecontrollerPrefab; public int levelCount = 200; public float bot_groundLevel,bot_topLevel, top_lowLevel,top_ceilingLevel; public Vector2 minDiff, maxDiff; public float tangentSmoothness = 3; void Start() { GenerateBlock(); GenerateBlock(); GenerateBlock(); GenerateBlock(); GenerateBlock(); } // Update is called once per frame void Update() { } Vector3[] bot_points; float curBlockOffset=-20; void GenerateBlock(){ float offset = curBlockOffset; SpriteShapeController bot_spriteShapeController = Instantiate(spriteShapecontrollerPrefab, new Vector3(offset,0),Quaternion.identity).GetComponent(); bot_spriteShapeController.spline.Clear(); Vector3[] bot_points = new Vector3[levelCount +1]; InsertNewPoint(bot_spriteShapeController, new Vector3(0,bot_groundLevel *2)); for(int i=0; i < levelCount; i++){ if(i==0){ bot_points[i] = new Vector3(0,bot_groundLevel); bot_points[i] = new Vector3(0,bot_groundLevel); // bot_spriteShapeController.spline.InsertPointAt(i,bot_points[i]); InsertNewPoint(bot_spriteShapeController, bot_points[i]); continue; } Vector3 addition = new Vector3(Random.Range(minDiff.x, maxDiff.x), Random.Range(minDiff.y, maxDiff.y)); float newX = bot_points[i-1].x + addition.x; float newY = bot_points[i-1].y + addition.y; while(newY < bot_groundLevel+2){ newY += Mathf.Abs(addition.y); // await Task.Delay(1); } while(newY > bot_topLevel){ newY -= Mathf.Abs(addition.y); // await Task.Delay(1); } bot_points[i] = new Vector3(newX, newY); // spriteShapeController.spline.InsertPointAt(i, points[i]); InsertNewPoint(bot_spriteShapeController, bot_points[i]); } bot_points[levelCount] = new Vector3(bot_points[levelCount-1].x+maxDiff.x, bot_groundLevel * 2); curBlockOffset += bot_points[levelCount].x - maxDiff.x; InsertNewPoint(bot_spriteShapeController, bot_points[levelCount]); } void InsertNewPoint(SpriteShapeController spriteShapeController,Vector3 point){ int index= spriteShapeController.spline.GetPointCount(); spriteShapeController.spline.InsertPointAt(index, point); spriteShapeController.spline.SetTangentMode(index, ShapeTangentMode.Continuous); spriteShapeController.spline.SetLeftTangent(index, new Vector3(-tangentSmoothness,0)); spriteShapeController.spline.SetRightTangent(index,new Vector3(tangentSmoothness,0)); } }