Severe rework to the level generation of both game modes (still needs a few smaller tweaks somwehre down the line)

This commit is contained in:
Gregory Campbell
2020-01-28 22:50:36 -05:00
parent 630c66cd47
commit 8166e68f2e
45 changed files with 92 additions and 10435 deletions
+67 -26
View File
@@ -114,36 +114,57 @@ public class FloorLevel : MonoBehaviour
selection = Random.Range(0, easyObstacleList.Length);
if(i == (escalation-1) && j == (escalation-1) && i == j)
{
Instantiate(easyObstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.identity);
if(selection == 0 || selection == 7 || selection == 8)
{
Instantiate(easyObstacleList[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));
}
} else {
Instantiate(easyObstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
Instantiate(easyObstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
}
break;
case 2:
selection = Random.Range(0, medObstaclelIst.Length);
if(i == (escalation-1) && j == (escalation-1) && i == j)
{
Instantiate(medObstaclelIst[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.identity);
if(selection == 0 || selection == 15 || selection == 16)
{
Instantiate(medObstaclelIst[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));
}
} else {
Instantiate(medObstaclelIst[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
Instantiate(medObstaclelIst[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
}
break;
case 3:
selection = Random.Range(2, obstacleList.Length);
if(i == (escalation-1) && j == (escalation-1) && i == j)
{
Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.identity);
if(selection == 0 || selection == 23 || selection == 24)
{
Instantiate(obstacleList[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));
}
} else {
Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
}
break;
default:
selection = Random.Range(2, obstacleList.Length);
if(i == (escalation-1) && j == (escalation-1) && i == j)
{
Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.identity);
if(selection == 0 || selection == 23 || selection == 24)
{
Instantiate(obstacleList[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));
}
} else {
Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
}
break;
}
@@ -158,36 +179,56 @@ public class FloorLevel : MonoBehaviour
selection = Random.Range(0, easyObstacleList.Length);
if(i == (escalation-1) && j == (escalation-1) && i == j)
{
Instantiate(easyObstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.identity);
if(selection == 0 || selection == 7 || selection == 8)
{
Instantiate(easyObstacleList[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));
}
} else {
Instantiate(easyObstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
Instantiate(easyObstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
}
break;
case 2:
selection = Random.Range(0, medObstaclelIst.Length);
if(i == (escalation-1) && j == (escalation-1) && i == j)
{
Instantiate(medObstaclelIst[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.identity);
if(selection == 0 || selection == 15 || selection == 16)
{
Instantiate(medObstaclelIst[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));
}
} else {
Instantiate(medObstaclelIst[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
Instantiate(medObstaclelIst[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
}
break;
case 3:
selection = Random.Range(2, obstacleList.Length);
if(i == (escalation-1) && j == (escalation-1) && i == j)
{
Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.identity);
if(selection == 0 || selection == 23 || selection == 24)
{
Instantiate(obstacleList[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));
}
} else {
Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
}
break;
default:
selection = Random.Range(2, obstacleList.Length);
if(i == (escalation-1) && j == (escalation-1) && i == j)
{
Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.identity);
if(selection == 0 || selection == 23 || selection == 24)
{
Instantiate(obstacleList[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));
}
} else {
Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
}
break;
}
@@ -200,19 +241,19 @@ public class FloorLevel : MonoBehaviour
{
case 1:
selection = Random.Range(0, easyObstacleList.Length);
Instantiate(easyObstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
Instantiate(easyObstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
break;
case 2:
selection = Random.Range(0, medObstaclelIst.Length);
Instantiate(medObstaclelIst[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
Instantiate(medObstaclelIst[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
break;
case 3:
selection = Random.Range(2, obstacleList.Length);
Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
break;
default:
selection = Random.Range(2, obstacleList.Length);
Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
break;
}
}
@@ -224,19 +265,19 @@ public class FloorLevel : MonoBehaviour
{
case 1:
selection = Random.Range(0, easyObstacleList.Length);
Instantiate(easyObstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
Instantiate(easyObstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
break;
case 2:
selection = Random.Range(0, medObstaclelIst.Length);
Instantiate(medObstaclelIst[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
Instantiate(medObstaclelIst[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
break;
case 3:
selection = Random.Range(2, obstacleList.Length);
Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
break;
default:
selection = Random.Range(2, obstacleList.Length);
Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
break;
}
}
@@ -245,8 +286,8 @@ public class FloorLevel : MonoBehaviour
}
Instantiate(obstacleList[0], new Vector3((100*escalation)+50, 0, (100*escalation)+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
Instantiate(obstacleList[1], new Vector3(-((100*escalation)+50), 0, -((100*escalation)+50)), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
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;
}