EndlessRocket/Assets/Scripts/LevelGeneratorV2.cs
2023-07-19 00:28:23 +05:30

117 lines
4.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.U2D;
public class LevelGeneratorV2 : MonoBehaviour
{
public LineRenderer debugLine;
[SerializeField]public Range amplitude = new Range(1,2);
[SerializeField]public Range distance = new Range(2,5);
[SerializeField]public Range height = new Range(3,6);
public float frequency = 0.1f;
[Header("Generation")]
public SpriteShapeController[] shapes;
List<SpriteShapeController> pooled,borrowed = new List<SpriteShapeController>();
public float tangentSmoothness = 1.5f;
// Start is called before the first frame update
void Start()
{
Application.targetFrameRate = 60;
// #if UNITY_EDITOR
// debugLine.gameObject.SetActive(true);
// #else
// debugLine.gameObject.SetActive(false);
// #endif
pooled = new List<SpriteShapeController>();
borrowed = new List<SpriteShapeController>();
foreach(SpriteShapeController shape in shapes){pooled.Add(shape);}
GenerateNext(amount:100);
}
// Update is called once per frame
void Update()
{
if(PlayerController.position.x > lastStart){
GenerateNext();
}
}
float lastStart;
List<Vector3> points = new List<Vector3>();
float a;
void GenerateNext(int amount = 100){
if(points.Count <= 0){points.Add(new Vector3(0,0));}
int startIndex = points.Count-1;
lastStart = points[startIndex].x;
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));
}
CleanupBorrowed();
SpriteShapeController bot_controller = pooled[0];
borrowed.Add(pooled[0]);
pooled.RemoveAt(0);
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[points.Count-1] - new Vector3(0,50));
bot_controller.transform.position = Vector3.zero;
bot_controller.gameObject.SetActive(false);
bot_controller.gameObject.SetActive(true);
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[points.Count-1] + new Vector3(0,50));
top_controller.transform.position = Vector3.zero;
top_controller.gameObject.SetActive(false);
top_controller.gameObject.SetActive(true);
UpdateLine();
}
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.RemoveAt(i);
}
}
}
void UpdateLine(){
debugLine.positionCount = points.Count;
debugLine.SetPositions(points.ToArray());
}
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));
}
}