116 lines
4.1 KiB
C#
116 lines
4.1 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 LevelGenerator : MonoBehaviour
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{
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public static LevelGenerator instance { get; private set; }
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public GameObject spriteShapeControllerPrefab;
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public int LevelCount = 1000;
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public float groundLevel = -5.5f;
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public float maxHeight = 5;
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public Vector2 minDiff, maxDiff;
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public Vector3[] points {get; private set;}
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public GameObject holePrefab;
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public GameObject flagPrefab;
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public GameObject treePrefab;
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public static List<GameObject> holes;
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public int GoalDistance= 10;
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void Awake()
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{
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instance=this;
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holes = new List<GameObject>();
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GenerateBlock();
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GenerateBlock();
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}
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float lastOffset=0;
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void GenerateBlock(){
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float offset = lastOffset;
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SpriteShapeController spriteShapeController = Instantiate(spriteShapeControllerPrefab, new Vector3(offset,0),Quaternion.identity).GetComponent<SpriteShapeController>();
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spriteShapeController.spline.Clear();
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points = new Vector3[LevelCount+1];
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for(int i=0; i < LevelCount; i++){
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if(i ==0){
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points[i] = new Vector3(0,groundLevel);
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spriteShapeController.spline.InsertPointAt(i, points[i]);
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continue;
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}
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Vector3 addition = new Vector3(Random.Range(minDiff.x, maxDiff.x), Random.Range(minDiff.y, maxDiff.y));
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float newX = points[i-1].x + addition.x;
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float newY = points[i-1].y + addition.y;
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while(newY < groundLevel+2){
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newY += Mathf.Abs(addition.y);
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}
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while(newY > maxHeight){
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newY -= Mathf.Abs(addition.y);
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}
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points[i] = new Vector3(newX, newY);
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// spriteShapeController.spline.InsertPointAt(i, points[i]);
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InsertNewPoint(spriteShapeController, points[i]);
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if(Random.Range(0f,1f) > 0.5f){
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Vector2 newTreePosition = points[i];
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Vector3 diff = points[i]-points[i-1];
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Vector2 newTreePosition2 = points[i-1] + (diff/2f) + new Vector3(lastOffset,0);
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Debug.Log($"{points[i-1]} + {points[i]} - {points[i-1]} / 0.5f | diff = {diff}");
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GameObject newTree = Instantiate(treePrefab, newTreePosition2, Quaternion.identity);
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newTree.transform.localScale = Vector3.one * Random.Range(0.75f, 1.1f);
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}
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if(i % GoalDistance == 0){
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InsertNewPoint(spriteShapeController, points[i] + new Vector3(0, -1f));
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InsertNewPoint(spriteShapeController, points[i] + new Vector3(1f, -1f));
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InsertNewPoint(spriteShapeController, points[i] + new Vector3(1f, 0f));
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Vector3 newHolePos = points[i] + new Vector3(lastOffset,0);
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Instantiate(flagPrefab,newHolePos, Quaternion.identity);
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holes.Add(Instantiate(holePrefab,newHolePos, Quaternion.identity));
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}
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}
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points[LevelCount] = new Vector3(points[LevelCount-1].x+maxDiff.x, groundLevel);
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lastOffset = points[LevelCount].x - maxDiff.x;
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InsertNewPoint(spriteShapeController, points[LevelCount]);
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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.SetLeftTangent(index, Vector3.zero);
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spriteShapeController.spline.SetTangentMode(index, ShapeTangentMode.Broken);
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}
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float checker = 0;
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void Update()
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{
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if(GameManager.instance == null){return;}
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if(checker < 30){
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checker+=Time.deltaTime;
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}else{
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checker =0;
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if(GameManager.instance.ball.position.x > lastOffset - 100){
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GenerateBlock();
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}
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}
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}
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}
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