Implemented corner tiles for the start/end of each obstacle course
This commit is contained in:
@@ -18,6 +18,7 @@ public class FloorLevel : MonoBehaviour
|
||||
public GameObject[] easyObstacleList;
|
||||
public GameObject[] medObstaclelIst;
|
||||
public GameObject boundaries;
|
||||
public GameObject[] cornerList;
|
||||
|
||||
private int selection = 0;
|
||||
|
||||
@@ -107,7 +108,7 @@ public class FloorLevel : MonoBehaviour
|
||||
for(int i = 0; i < escalation; i++){
|
||||
for(int j = 0; j < escalation; j++){
|
||||
|
||||
if(Random.Range(0, 20) != 0 || (i == (escalation-1) && j == (escalation-1) && i == j))
|
||||
if(Random.Range(0, 10) != 0 || (i == (escalation-1) && j == (escalation-1) && i == j))
|
||||
{
|
||||
switch (level)
|
||||
{
|
||||
@@ -115,11 +116,12 @@ public class FloorLevel : MonoBehaviour
|
||||
selection = Random.Range(0, easyObstacleList.Length);
|
||||
if(i == (escalation-1) && j == (escalation-1) && i == j)
|
||||
{
|
||||
selection = Random.Range(0, cornerList.Length);
|
||||
if(selection == 0 || selection == 7 || selection == 8)
|
||||
{
|
||||
Instantiate(easyObstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.identity);
|
||||
Instantiate(cornerList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.identity);
|
||||
} else {
|
||||
Instantiate(easyObstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 45, 0));
|
||||
Instantiate(cornerList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 45, 0));
|
||||
}
|
||||
|
||||
} else {
|
||||
@@ -130,11 +132,12 @@ public class FloorLevel : MonoBehaviour
|
||||
selection = Random.Range(0, medObstaclelIst.Length);
|
||||
if(i == (escalation-1) && j == (escalation-1) && i == j)
|
||||
{
|
||||
selection = Random.Range(0, cornerList.Length);
|
||||
if(selection == 0 || selection == 15 || selection == 16)
|
||||
{
|
||||
Instantiate(medObstaclelIst[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.identity);
|
||||
Instantiate(cornerList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.identity);
|
||||
} else {
|
||||
Instantiate(medObstaclelIst[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 45, 0));
|
||||
Instantiate(cornerList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 45, 0));
|
||||
}
|
||||
} else {
|
||||
Instantiate(medObstaclelIst[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
|
||||
@@ -144,11 +147,12 @@ public class FloorLevel : MonoBehaviour
|
||||
selection = Random.Range(2, obstacleList.Length);
|
||||
if(i == (escalation-1) && j == (escalation-1) && i == j)
|
||||
{
|
||||
selection = Random.Range(0, cornerList.Length);
|
||||
if(selection == 0 || selection == 23 || selection == 24)
|
||||
{
|
||||
Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.identity);
|
||||
Instantiate(cornerList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.identity);
|
||||
} else {
|
||||
Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 45, 0));
|
||||
Instantiate(cornerList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 45, 0));
|
||||
}
|
||||
} else {
|
||||
Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
|
||||
@@ -158,11 +162,12 @@ public class FloorLevel : MonoBehaviour
|
||||
selection = Random.Range(2, obstacleList.Length);
|
||||
if(i == (escalation-1) && j == (escalation-1) && i == j)
|
||||
{
|
||||
selection = Random.Range(0, cornerList.Length);
|
||||
if(selection == 0 || selection == 23 || selection == 24)
|
||||
{
|
||||
Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.identity);
|
||||
Instantiate(cornerList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.identity);
|
||||
} else {
|
||||
Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 45, 0));
|
||||
Instantiate(cornerList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 45, 0));
|
||||
}
|
||||
} else {
|
||||
Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
|
||||
@@ -171,7 +176,7 @@ public class FloorLevel : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
if(Random.Range(0, 20) != 0 || (i == (escalation-1) && j == (escalation-1) && i == j))
|
||||
if(Random.Range(0, 10) != 0 || (i == (escalation-1) && j == (escalation-1) && i == j))
|
||||
{
|
||||
|
||||
switch (level)
|
||||
@@ -180,11 +185,12 @@ public class FloorLevel : MonoBehaviour
|
||||
selection = Random.Range(0, easyObstacleList.Length);
|
||||
if(i == (escalation-1) && j == (escalation-1) && i == j)
|
||||
{
|
||||
selection = Random.Range(0, cornerList.Length);
|
||||
if(selection == 0 || selection == 7 || selection == 8)
|
||||
{
|
||||
Instantiate(easyObstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.identity);
|
||||
Instantiate(cornerList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.identity);
|
||||
} else {
|
||||
Instantiate(easyObstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 45, 0));
|
||||
Instantiate(cornerList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 45, 0));
|
||||
}
|
||||
} else {
|
||||
Instantiate(easyObstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
|
||||
@@ -194,11 +200,12 @@ public class FloorLevel : MonoBehaviour
|
||||
selection = Random.Range(0, medObstaclelIst.Length);
|
||||
if(i == (escalation-1) && j == (escalation-1) && i == j)
|
||||
{
|
||||
selection = Random.Range(0, cornerList.Length);
|
||||
if(selection == 0 || selection == 15 || selection == 16)
|
||||
{
|
||||
Instantiate(medObstaclelIst[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.identity);
|
||||
Instantiate(cornerList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.identity);
|
||||
} else {
|
||||
Instantiate(medObstaclelIst[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 45, 0));
|
||||
Instantiate(cornerList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 45, 0));
|
||||
}
|
||||
} else {
|
||||
Instantiate(medObstaclelIst[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
|
||||
@@ -208,11 +215,12 @@ public class FloorLevel : MonoBehaviour
|
||||
selection = Random.Range(2, obstacleList.Length);
|
||||
if(i == (escalation-1) && j == (escalation-1) && i == j)
|
||||
{
|
||||
selection = Random.Range(0, cornerList.Length);
|
||||
if(selection == 0 || selection == 23 || selection == 24)
|
||||
{
|
||||
Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.identity);
|
||||
Instantiate(cornerList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.identity);
|
||||
} else {
|
||||
Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 45, 0));
|
||||
Instantiate(cornerList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 45, 0));
|
||||
}
|
||||
} else {
|
||||
Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
|
||||
@@ -222,11 +230,12 @@ public class FloorLevel : MonoBehaviour
|
||||
selection = Random.Range(2, obstacleList.Length);
|
||||
if(i == (escalation-1) && j == (escalation-1) && i == j)
|
||||
{
|
||||
selection = Random.Range(0, cornerList.Length);
|
||||
if(selection == 0 || selection == 23 || selection == 24)
|
||||
{
|
||||
Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.identity);
|
||||
Instantiate(cornerList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.identity);
|
||||
} else {
|
||||
Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 45, 0));
|
||||
Instantiate(cornerList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 45, 0));
|
||||
}
|
||||
} else {
|
||||
Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
|
||||
|
||||
Reference in New Issue
Block a user