Golf2D/Assets/Scripts/LevelGenerator.cs
2023-10-18 22:44:51 +05:30

177 lines
6.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.U2D;
public class LevelGenerator : MonoBehaviour
{
public static LevelGenerator instance { get; private set; }
public GameObject spriteShapeControllerPrefab;
public int LevelCount = 1000;
public float groundLevel = -5.5f;
public float maxHeight = 5;
public float waterRequiredHeight = 2f;
public Vector2 minDiff, maxDiff;
public Vector3[] points {get; private set;}
public List<Vector3> absolutePoints = new List<Vector3>();
public GameObject holePrefab;
public GameObject flagPrefab;
public GameObject treePrefab;
public GameObject coinPrefab;
public GameObject waterPrefab;
public static List<GameObject> holes;
public GameObject WaterSplashFX;
public int GoalDistance= 10;
void Awake()
{
instance=this;
holes = new List<GameObject>();
GenerateBlock();
GenerateBlock();
GenerateBlock();
}
float lastOffset=0;
void GenerateBlock(){
Debug.Log(lastOffset);
float offset = lastOffset;
SpriteShapeController spriteShapeController = Instantiate(spriteShapeControllerPrefab, new Vector3(offset,0),Quaternion.identity).GetComponent<SpriteShapeController>();
spriteShapeController.spline.Clear();
points = new Vector3[LevelCount+1];
for(int i=0; i < LevelCount; i++){
if(i ==0){
points[i] = new Vector3(0,groundLevel);
absolutePoints.Add(points[i] + new Vector3(lastOffset, 0));
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);
absolutePoints.Add(points[i] + new Vector3(lastOffset,0));
// spriteShapeController.spline.InsertPointAt(i, points[i]);
InsertNewPoint(spriteShapeController, 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) + new Vector3(lastOffset,0);
// Debug.Log($"{points[i-1]} + {points[i]} - {points[i-1]} / 0.5f | diff = {diff}");
GameObject newTree = Instantiate(treePrefab, newTreePosition2, Quaternion.identity);
newTree.transform.localScale = Vector3.one * Random.Range(0.75f, 1.1f);
}
/* if(Random.Range(0f,1f) > 0.8f){
Instantiate(coinPrefab, points[i] + new Vector3(0,5), Quaternion.identity);
}*/
if(i % GoalDistance == 0){
InsertNewPoint(spriteShapeController, points[i] + new Vector3(0, -1f));
InsertNewPoint(spriteShapeController, points[i] + new Vector3(1f, -1f));
InsertNewPoint(spriteShapeController, points[i] + new Vector3(1f, 0f));
Vector3 newHolePos = points[i] + new Vector3(lastOffset,0);
// if( i > GoalDistance * 2){
// Vector3 prevHolePos = points[i-GoalDistance] + new Vector3(lastOffset,0);
// //Calc between prev-new
// Debug.Log($"{newHolePos}-{prevHolePos} = {newHolePos - prevHolePos}");
// Instantiate(coinPrefab, ((newHolePos - prevHolePos) * 0.5f) + new Vector3(prevHolePos.x,prevHolePos.y + 3),Quaternion.identity);
// }
Instantiate(flagPrefab,newHolePos, Quaternion.identity);
holes.Add(Instantiate(holePrefab,newHolePos, Quaternion.identity));
}
if (i > 3 && (i-1) % GoalDistance != 0 )
{
if (points[i].y > points[i - 1].y + waterRequiredHeight && points[i - 2].y > points[i - 1].y + waterRequiredHeight)
{
SpriteShapeController waterSprite = Instantiate(waterPrefab, new Vector3(lastOffset, 0), Quaternion.identity).GetComponent<SpriteShapeController>();
waterSprite.spline.Clear();
float lowestPoint = points[i].y;
if (lowestPoint > points[i - 2].y)
{
lowestPoint = points[i - 2].y;
}
InsertNewPoint(waterSprite, points[i - 1] - new Vector3(1, 1));
InsertNewPoint(waterSprite, new Vector3(points[i].x - 1, lowestPoint - 1));
InsertNewPoint(waterSprite, new Vector3(points[i - 2].x + 1, lowestPoint - 1));
}
}
}
points[LevelCount] = new Vector3(points[LevelCount-1].x+maxDiff.x, groundLevel);
lastOffset += points[LevelCount].x - maxDiff.x;
InsertNewPoint(spriteShapeController, points[LevelCount]);
}
void InsertNewPoint(SpriteShapeController spriteShapeController,Vector3 point){
int index= spriteShapeController.spline.GetPointCount();
spriteShapeController.spline.InsertPointAt(index, point);
spriteShapeController.spline.SetLeftTangent(index, Vector3.zero);
spriteShapeController.spline.SetTangentMode(index, ShapeTangentMode.Broken);
}
float checker = 0;
void Update()
{
if(GameManager.instance == null){return;}
if(checker < 30){
checker+=Time.deltaTime;
}else{
checker =0;
if(GameManager.instance.ball.position.x > lastOffset - 100){
GenerateBlock();
}
}
}
#if UNITY_EDITOR
private void OnDrawGizmos()
{
foreach(Vector3 point in absolutePoints)
{
Handles.Label(point, point.ToString());
}
}
#endif
}