EndlessRocket/Assets/Scripts/LevelGeneratorV2.cs
2023-07-30 23:14:41 +05:30

196 lines
7.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.U2D;
public class LevelGeneratorV2 : MonoBehaviour
{
public static LevelGeneratorV2 instance;
void Awake(){
instance= this;
}
public LineRenderer debugLine;
[SerializeField]public Range amplitude = new Range(1,2);
[SerializeField]public Range distance = new Range(2,5);
[SerializeField]public Range[] heights;
public float frequency = 0.1f;
[Header("Generation")]
public SpriteShapeController[] shapes;
List<SpriteShapeController> pooled,borrowed = new List<SpriteShapeController>();
public float tangentSmoothness = 1.5f;
float space =0;
float spaceBot =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);
[Header("PowerUps")]
public GameObject powerupPrefabs;
public float powerupDistanceInterval = 500;
// Start is called before the first frame update
void Start()
{
lastPowerupX = powerupDistanceInterval;
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();
}
// Update is called once per frame
void Update()
{
if(PlayerController.position.x > lastStart + 50){
GenerateNext();
Debug.Log("Generating Next");
}
}
float lastStart;
List<Vector3> points = new List<Vector3>();
float a;
public float heightSmoothness = 0.1f;
float lastPowerupX;
void GenerateNext(int amount = 50){
Range height = heights[Random.Range(0,heights.Length)];
Debug.Log(height);
if(space <= 0){space = height.GetRandom();}
if(spaceBot <= 0){spaceBot = 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>();
Rigidbody2D rb = ObjectPool.Spawn(asteroidPrefabs[Random.Range(0,asteroidPrefabs.Length)], new Vector3(x,y)).GetComponent<Rigidbody2D>();
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++;
}
if(lastPowerupX < x){
lastPowerupX += powerupDistanceInterval;
borrowedPickups.Add(ObjectPool.Spawn(powerupPrefabs, new Vector3(x,y)));
}
}
CleanupBorrowed();
//Bottom Terrain
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, space));
}
InsertNewPoint(bot_controller, points[points.Count-1] - new Vector3(0,50));
bot_controller.GetComponent<PolygonCollider2D>().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];
spaceBot = Mathf.Lerp(spaceBot, height.GetRandom(), heightSmoothness);
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, spaceBot));
}
InsertNewPoint(top_controller, points[points.Count-1] + new Vector3(0,50));
top_controller.GetComponent<PolygonCollider2D>().enabled=true;
top_controller.transform.position = Vector3.zero;
top_controller.gameObject.SetActive(false);
top_controller.gameObject.SetActive(true);
Debug.Log(space+ ", " + spaceBot);
UpdateLine();
}
public List<GameObject> borrowedAsteroids = new List<GameObject>();
public List<GameObject> borrowedPickups = new List<GameObject>();
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<PolygonCollider2D>().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);
}
}
for(int i=borrowedPickups.Count-1; i> 0; i--){
if(borrowedPickups[i].transform.position.x + 20 < PlayerController.position.x){
ObjectPool.Despawn(borrowedPickups[i]);
borrowedPickups.RemoveAt(i);
}
}
}
public void DespawnPickup(GameObject obj){
ObjectPool.Despawn(obj);
borrowedPickups.Remove(obj);
}
public void DespawnAsteroid(GameObject obj){
ObjectPool.Despawn(obj);
borrowedAsteroids.Remove(obj);
}
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));
}
}