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