using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.U2D; public class LevelGenerator : MonoBehaviour { public static LevelGenerator instance { get; private set; } public SpriteShapeController spriteShapeController; public int LevelCount = 1000; public float groundLevel = -5.5f; public float maxHeight = 5; public Vector2 minDiff, maxDiff; public Vector3[] points {get; private set;} public GameObject flagPrefab; public GameObject treePrefab; public int GoalDistance= 10; void Start() { spriteShapeController.spline.Clear(); points = new Vector3[LevelCount+1]; for(int i=0; i < LevelCount; i++){ if(i ==0){ points[i] = new Vector3(0,groundLevel); spriteShapeController.spline.InsertPointAt(i, points[i]); continue; } Vector3 addition = new Vector3(Random.Range(minDiff.x, maxDiff.x), Random.Range(minDiff.y, maxDiff.y)); float newX = points[i-1].x + addition.x; float newY = points[i-1].y + addition.y; while(newY < groundLevel+2){ newY += Mathf.Abs(addition.y); } while(newY > maxHeight){ newY -= Mathf.Abs(addition.y); } points[i] = new Vector3(newX, newY); // spriteShapeController.spline.InsertPointAt(i, points[i]); InsertNewPoint(points[i]); if(Random.Range(0f,1f) > 0.5f){ Vector2 newTreePosition = points[i]; Vector3 diff = points[i]-points[i-1]; Vector2 newTreePosition2 = points[i-1] + (diff/2f); Debug.Log($"{points[i-1]} + {points[i]} - {points[i-1]} / 0.5f | diff = {diff}"); GameObject newTree = Instantiate(treePrefab, newTreePosition2, Quaternion.identity); newTree.transform.localScale = Vector3.one * Random.Range(0.75f, 1.1f); } if(i % GoalDistance == 0){ InsertNewPoint(points[i] + new Vector3(0, -1f)); InsertNewPoint(points[i] + new Vector3(1f, -1f)); InsertNewPoint(points[i] + new Vector3(1f, 0f)); Instantiate(flagPrefab, points[i], Quaternion.identity); } } points[LevelCount] = new Vector3(points[LevelCount-1].x, groundLevel); InsertNewPoint( points[LevelCount]); } void InsertNewPoint(Vector3 point){ int index= spriteShapeController.spline.GetPointCount(); spriteShapeController.spline.InsertPointAt(index, point); spriteShapeController.spline.SetLeftTangent(index, Vector3.zero); spriteShapeController.spline.SetTangentMode(index, ShapeTangentMode.Broken); } void Update() { } }