196 lines
7.3 KiB
C#
196 lines
7.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.U2D;
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public class LevelGeneratorV2 : MonoBehaviour
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{
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public static LevelGeneratorV2 instance;
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void Awake(){
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instance= this;
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}
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public LineRenderer debugLine;
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[SerializeField]public Range amplitude = new Range(1,2);
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[SerializeField]public Range distance = new Range(2,5);
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[SerializeField]public Range[] heights;
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public float frequency = 0.1f;
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[Header("Generation")]
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public SpriteShapeController[] shapes;
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List<SpriteShapeController> pooled,borrowed = new List<SpriteShapeController>();
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public float tangentSmoothness = 1.5f;
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float space =0;
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float spaceBot =0;
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[Header("Asteroids")]
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public float asteroidGenerationHeightThreshold =6;
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public GameObject[] asteroidPrefabs;
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public Range asteroidScale = new Range(1,5);
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public Range asteroidSpeed = new Range(0.1f,0.5f);
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public Range asteroidTorque = new Range(0.1f,0.5f);
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public Range asteroidsPerBlock = new Range(4,8);
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[Header("PowerUps")]
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public GameObject powerupPrefabs;
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public float powerupDistanceInterval = 500;
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// Start is called before the first frame update
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void Start()
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{
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lastPowerupX = powerupDistanceInterval;
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Application.targetFrameRate = 60;
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// #if UNITY_EDITOR
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// debugLine.gameObject.SetActive(true);
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// #else
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// debugLine.gameObject.SetActive(false);
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// #endif
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pooled = new List<SpriteShapeController>();
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borrowed = new List<SpriteShapeController>();
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foreach(SpriteShapeController shape in shapes){pooled.Add(shape);}
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GenerateNext();
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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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if(PlayerController.position.x > lastStart + 50){
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GenerateNext();
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Debug.Log("Generating Next");
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}
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}
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float lastStart;
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List<Vector3> points = new List<Vector3>();
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float a;
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public float heightSmoothness = 0.1f;
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float lastPowerupX;
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void GenerateNext(int amount = 50){
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Range height = heights[Random.Range(0,heights.Length)];
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Debug.Log(height);
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if(space <= 0){space = height.GetRandom();}
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if(spaceBot <= 0){spaceBot = height.GetRandom();}
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space = Mathf.Lerp(space, height.GetRandom(), heightSmoothness);
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if(points.Count <= 0){points.Add(new Vector3(0,0));}
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int startIndex = points.Count-1;
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lastStart = points[startIndex].x;
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int asteroids = 1;
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int asteroidsLimit = (int)asteroidsPerBlock.GetRandom();
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for(int i=0; i < amount; i++){
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a+= frequency;
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float y = Mathf.Sin(a) * amplitude.GetRandom();
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float x = points[points.Count-1].x + distance.GetRandom();
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points.Add(new Vector3(x,y));
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if(asteroids < Mathf.CeilToInt(i / (amount/(float)asteroidsLimit)) && height.max > asteroidGenerationHeightThreshold){
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// Rigidbody2D rb = Instantiate(asteroidPrefabs[Random.Range(0,asteroidPrefabs.Length)], new Vector3(x,y),Quaternion.identity).GetComponent<Rigidbody2D>();
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Rigidbody2D rb = ObjectPool.Spawn(asteroidPrefabs[Random.Range(0,asteroidPrefabs.Length)], new Vector3(x,y)).GetComponent<Rigidbody2D>();
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borrowedAsteroids.Add(rb.gameObject);
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rb.AddForce(new Vector2(asteroidSpeed.GetRandom(), asteroidSpeed.GetRandom()));
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rb.AddTorque(asteroidTorque.GetRandom());
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rb.transform.localScale = rb.transform.localScale * asteroidScale.GetRandom();
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asteroids++;
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}
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if(lastPowerupX < x){
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lastPowerupX += powerupDistanceInterval;
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borrowedPickups.Add(ObjectPool.Spawn(powerupPrefabs, new Vector3(x,y)));
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}
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}
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CleanupBorrowed();
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//Bottom Terrain
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SpriteShapeController bot_controller = pooled[0];
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borrowed.Add(pooled[0]);
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pooled.RemoveAt(0);
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bot_controller.spline.Clear();
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InsertNewPoint(bot_controller, points[startIndex]- new Vector3(0, 50));
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for(int i=startIndex; i < points.Count; i++){
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InsertNewPoint(bot_controller, points[i] - new Vector3(0, space));
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}
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InsertNewPoint(bot_controller, points[points.Count-1] - new Vector3(0,50));
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bot_controller.GetComponent<PolygonCollider2D>().enabled=true;
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bot_controller.transform.position = Vector3.zero;
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bot_controller.gameObject.SetActive(false);
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bot_controller.gameObject.SetActive(true);
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//Top Terrain
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SpriteShapeController top_controller = pooled[0];
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spaceBot = Mathf.Lerp(spaceBot, height.GetRandom(), heightSmoothness);
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borrowed.Add(pooled[0]);
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pooled.RemoveAt(0);
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top_controller.spline.Clear();
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InsertNewPoint(top_controller, points[startIndex]+ new Vector3(0, 50));
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for(int i=startIndex; i < points.Count; i++){
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InsertNewPoint(top_controller, points[i] + new Vector3(0, spaceBot));
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}
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InsertNewPoint(top_controller, points[points.Count-1] + new Vector3(0,50));
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top_controller.GetComponent<PolygonCollider2D>().enabled=true;
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top_controller.transform.position = Vector3.zero;
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top_controller.gameObject.SetActive(false);
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top_controller.gameObject.SetActive(true);
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Debug.Log(space+ ", " + spaceBot);
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UpdateLine();
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}
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public List<GameObject> borrowedAsteroids = new List<GameObject>();
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public List<GameObject> borrowedPickups = new List<GameObject>();
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void CleanupBorrowed(){
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for(int i= borrowed.Count-1; i > 0; i--){
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if(borrowed[i].spline.GetPosition(borrowed[i].spline.GetPointCount()-1).x < PlayerController.position.x -30){
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pooled.Add(borrowed[i]);
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borrowed[i].GetComponent<PolygonCollider2D>().enabled = false;
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borrowed.RemoveAt(i);
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}
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}
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for(int i=borrowedAsteroids.Count-1; i> 0; i--){
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if(borrowedAsteroids[i].transform.position.x + 20 < PlayerController.position.x){
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ObjectPool.Despawn(borrowedAsteroids[i]);
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borrowedAsteroids.RemoveAt(i);
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}
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}
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for(int i=borrowedPickups.Count-1; i> 0; i--){
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if(borrowedPickups[i].transform.position.x + 20 < PlayerController.position.x){
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ObjectPool.Despawn(borrowedPickups[i]);
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borrowedPickups.RemoveAt(i);
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}
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}
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}
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public void DespawnPickup(GameObject obj){
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ObjectPool.Despawn(obj);
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borrowedPickups.Remove(obj);
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}
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public void DespawnAsteroid(GameObject obj){
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ObjectPool.Despawn(obj);
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borrowedAsteroids.Remove(obj);
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}
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void UpdateLine(){
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debugLine.positionCount = points.Count;
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debugLine.SetPositions(points.ToArray());
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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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