EndlessRocket/Assets/Scripts/LevelGenerator.cs
2023-07-19 00:28:23 +05:30

79 lines
3.0 KiB
C#

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<SpriteShapeController>();
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));
}
}