Added obstacle buffer to infinity runner so player is given more space to lose upon respawn

This commit is contained in:
Gregory Campbell
2020-02-11 17:00:27 -05:00
parent ea1b3c1518
commit 6c78dafe7c
2 changed files with 30 additions and 2 deletions
+28
View File
@@ -57,6 +57,8 @@ public class InfinityRunner : MonoBehaviour
void Update() void Update()
{ {
Debug.Log(lastSpawn.position.z);
distance = player.transform.position.z; distance = player.transform.position.z;
if(!lastSpawn) if(!lastSpawn)
@@ -174,6 +176,32 @@ public class InfinityRunner : MonoBehaviour
void respawn() void respawn()
{ {
GameObject spawn;
GameObject wallOne;
GameObject wallTwo;
if(escalation > 6)
{
size = 6;
} else {
size = escalation;
}
for(int i = 0; i < 3; i++)
{
spawn = Instantiate(obstacleList[0], new Vector3(0, 0, lastSpawn.transform.position.z+(25*size)), Quaternion.identity) as GameObject;
wallOne = Instantiate(boundaries, new Vector3(((25f*(size)))/2, 0, lastSpawn.transform.position.z+(25*size)), Quaternion.identity) as GameObject;
wallTwo = Instantiate(boundaries, new Vector3(((25f*(size)))/-2, 0, lastSpawn.transform.position.z+(25*size)), Quaternion.identity) as GameObject;
spawn.transform.localScale = new Vector3(spawn.transform.localScale.x*(0.25f*(size)), 1, spawn.transform.localScale.z*(0.25f*size));
wallOne.transform.localScale = new Vector3(wallOne.transform.localScale.x*(0.25f*(size)), 1, wallOne.transform.localScale.z*(0.25f*size));
wallTwo.transform.localScale = new Vector3(wallTwo.transform.localScale.x*(0.25f*(size)), 1, wallTwo.transform.localScale.z*(0.25f*size));
lastSpawn = spawn.transform;
}
script.transform.position = new Vector3(0, 11, lastSpawn.position.z+1); script.transform.position = new Vector3(0, 11, lastSpawn.position.z+1);
script.transform.Rotate(0.0f, 0.0f, 0.0f, Space.Self); script.transform.Rotate(0.0f, 0.0f, 0.0f, Space.Self);
+1 -1
View File
@@ -347,7 +347,7 @@ public class PlayerController : MonoBehaviour
} }
//Debug.Log(transform.position); //Debug.Log(transform.position);
Debug.Log(velocity.x + "," + velocity.z); //Debug.Log(velocity.x + "," + velocity.z);
//Move the player in different directions based on camera look direction //Move the player in different directions based on camera look direction
if(Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0) if(Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0)