diff --git a/Assets/Scripts/FloorLevel.cs b/Assets/Scripts/FloorLevel.cs index 38d6c19..d622cea 100644 --- a/Assets/Scripts/FloorLevel.cs +++ b/Assets/Scripts/FloorLevel.cs @@ -9,11 +9,13 @@ public class FloorLevel : MonoBehaviour { public int escalation = 1; + public int level = 1; public GameObject player; public PlayerController script; public GameObject[] obstacleList; private int selection = 0; + private int height = 2; void Awake() { @@ -40,7 +42,8 @@ public class FloorLevel : MonoBehaviour if(script.finished == true) { - escalation++; + level++; + if(level > 3) escalation++; respawn(); levelBuild(); @@ -66,7 +69,7 @@ public class FloorLevel : MonoBehaviour void respawn() { - script.transform.position = new Vector3((50*escalation)+100, 2, (50*escalation)+100); + script.transform.position = new Vector3((100*escalation)+50, 2, (100*escalation)+50); script.transform.Rotate(0.0f, 0.0f, 0.0f, Space.Self); } @@ -81,28 +84,43 @@ public class FloorLevel : MonoBehaviour Destroy(GameObject.FindWithTag("Finish")); - for(int i = 1; i <= escalation; i++){ - for(int j = 1; j <= escalation; j++){ - selection = Random.Range(2, obstacleList.Length); - Instantiate(obstacleList[selection], new Vector3(50*i, 2, 50*j), Quaternion.identity); - - selection = Random.Range(2, obstacleList.Length); - Instantiate(obstacleList[selection], new Vector3(-50*i, 2, -50*j), Quaternion.identity); + for(int i = 0; i < escalation; i++){ + for(int j = 0; j < escalation; j++){ - selection = Random.Range(2, obstacleList.Length); - Instantiate(obstacleList[selection], new Vector3(-50*i, 2, 50*j), Quaternion.identity); + if(Random.Range(0, 20) != 0 || (i == (escalation-1) && j == (escalation-1) && i == j)) + { + height = Random.Range(0, 7); + selection = Random.Range(2, obstacleList.Length); + Instantiate(obstacleList[selection], new Vector3(100*i+50, height, 100*j+50), Quaternion.identity); + } - selection = Random.Range(2, obstacleList.Length); - Instantiate(obstacleList[selection], new Vector3(50*i, 2, -50*j), Quaternion.identity); + if(Random.Range(0, 20) != 0 || (i == (escalation-1) && j == (escalation-1) && i == j)) + { + height = Random.Range(0, 7); + selection = Random.Range(2, obstacleList.Length); + Instantiate(obstacleList[selection], new Vector3(-100*i-50, height, -100*j-50), Quaternion.identity); + } + + if(Random.Range(0, 10) != 0) + { + height = Random.Range(0, 7); + selection = Random.Range(2, obstacleList.Length); + Instantiate(obstacleList[selection], new Vector3(-100*i-50, height, 100*j+50), Quaternion.identity); + } + + if(Random.Range(0, 10) != 0) + { + height = Random.Range(0, 7); + selection = Random.Range(2, obstacleList.Length); + Instantiate(obstacleList[selection], new Vector3(100*i+50, height, -100*j-50), Quaternion.identity); + } - script.transform.position = new Vector3((50*escalation)+100, 2, (50*escalation)+100); - script.transform.Rotate(0.0f, 0.0f, 0.0f, Space.Self); } } - Instantiate(obstacleList[0], new Vector3((50*escalation)+100, 0, (50*escalation)+100), Quaternion.identity); - Instantiate(obstacleList[1], new Vector3(-((50*escalation)+100), 0, -((50*escalation)+100)), Quaternion.identity); + Instantiate(obstacleList[0], new Vector3((100*escalation)+50, 0, (100*escalation)+50), Quaternion.identity); + Instantiate(obstacleList[1], new Vector3(-((100*escalation)+50), 0, -((100*escalation)+50)), Quaternion.identity); script.finished = false; }