From c93cb07b597826f121561eb4408b4aff52401172 Mon Sep 17 00:00:00 2001 From: Gregory Campbell Date: Mon, 13 Jan 2020 22:10:50 -0500 Subject: [PATCH] Added a buttload of obstacles along with many mods tothe floor level script to help with balancing, merge this branch for now but some serious balancing needs to be implemented eventually --- Assets/Prefabs/Capsules.meta | 8 + .../Capsules/Capsule Climb Diagonal.prefab | 1425 ++ .../Capsule Climb Diagonal.prefab.meta} | 2 +- .../Capsules/Capsule Climb Straight.prefab | 1425 ++ .../Capsule Climb Straight.prefab.meta} | 2 +- .../Capsules/Capsule Cross Diagonal.prefab | 1425 ++ .../Capsule Cross Diagonal.prefab.meta} | 2 +- Assets/Prefabs/Capsules/Capsule Cross.prefab | 1425 ++ .../Capsules/Capsule Cross.prefab.meta | 7 + Assets/Prefabs/Capsules/Capsule Stack.prefab | 1330 ++ .../Capsules/Capsule Stack.prefab.meta | 7 + Assets/Prefabs/Cylinders.meta | 8 + .../Cylinders/Cross Cylinder Med.prefab | 570 + .../Cylinders/Cross Cylinder Med.prefab.meta | 7 + .../Cylinders/Cross Cylinder Thick.prefab | 570 + .../Cross Cylinder Thick.prefab.meta | 7 + .../Cylinders/Cross Cylinder Thin.prefab | 570 + .../Cylinders/Cross Cylinder Thin.prefab.meta | 7 + .../Cylinders/Cylinder Diagonal Med.prefab | 380 + .../Cylinder Diagonal Med.prefab.meta | 7 + .../Cylinders/Cylinder Diagonal Thick.prefab | 380 + .../Cylinder Diagonal Thick.prefab.meta | 7 + .../Cylinders/Cylinder Diagonal Thin.prefab | 380 + .../Cylinder Diagonal Thin.prefab.meta | 7 + .../Prefabs/Cylinders/Cylinder Stack.prefab | 1330 ++ .../Cylinders/Cylinder Stack.prefab.meta | 7 + .../Cylinders/Line Cylinder Med.prefab | 380 + .../Cylinders/Line Cylinder Med.prefab.meta | 7 + .../Cylinders/Line Cylinder Thin.prefab | 380 + .../Cylinders/Line Cylinder Thin.prefab.meta | 7 + .../Cylinders/Line CylinderThick.prefab | 380 + .../Cylinders/Line CylinderThick.prefab.meta | 7 + Assets/Prefabs/Floors.meta | 8 + Assets/Prefabs/Floors/Basic Floor.prefab | 95 + .../Basic Floor.prefab.meta} | 0 Assets/Prefabs/Floors/Cross Med.prefab | 283 + Assets/Prefabs/Floors/Cross Med.prefab.meta | 7 + Assets/Prefabs/Floors/Cross Thick.prefab | 283 + Assets/Prefabs/Floors/Cross Thick.prefab.meta | 7 + Assets/Prefabs/Floors/Cross Thin.prefab | 283 + Assets/Prefabs/Floors/Cross Thin.prefab.meta | 7 + .../Prefabs/Floors/Diagonal Cross Med.prefab | 283 + .../Floors/Diagonal Cross Med.prefab.meta | 7 + .../Floors/Diagonal Cross Thick.prefab | 283 + .../Floors/Diagonal Cross Thick.prefab.meta | 7 + .../Prefabs/Floors/Diagonal Cross Thin.prefab | 283 + .../Floors/Diagonal Cross Thin.prefab.meta | 7 + Assets/Prefabs/{ => Floors}/End Floor.prefab | 0 .../{ => Floors}/End Floor.prefab.meta | 0 Assets/Prefabs/Floors/Many Cubes.prefab | 18425 ++++++++++++++++ Assets/Prefabs/Floors/Many Cubes.prefab.meta | 7 + .../Prefabs/Floors/Singular Big Cube.prefab | 283 + .../Floors/Singular Big Cube.prefab.meta | 7 + .../Prefabs/{ => Floors}/Start Floor.prefab | 0 .../{ => Floors}/Start 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.../Prefabs/Walls/Wall One Line.prefab.meta | 7 + .../Prefabs/Walls/Wall Three Diagonal.prefab | 377 + .../Walls/Wall Three Diagonal.prefab.meta | 7 + Assets/Prefabs/Walls/Wall Three Line.prefab | 377 + .../Prefabs/Walls/Wall Three Line.prefab.meta | 7 + Assets/Prefabs/Walls/Wall Two Diagonal.prefab | 283 + .../Walls/Wall Two Diagonal.prefab.meta | 7 + Assets/Prefabs/Walls/Wall Two Line.prefab | 283 + .../Prefabs/Walls/Wall Two Line.prefab.meta | 7 + Assets/Scenes/Floor Level.unity | 89 +- Assets/Scripts/FloorLevel.cs | 145 +- 87 files changed, 37749 insertions(+), 468 deletions(-) create mode 100644 Assets/Prefabs/Capsules.meta create mode 100644 Assets/Prefabs/Capsules/Capsule Climb Diagonal.prefab rename Assets/Prefabs/{Cylinder.prefab.meta => Capsules/Capsule Climb Diagonal.prefab.meta} (74%) create mode 100644 Assets/Prefabs/Capsules/Capsule Climb Straight.prefab rename Assets/Prefabs/{Capsule.prefab.meta => Capsules/Capsule Climb Straight.prefab.meta} (74%) create mode 100644 Assets/Prefabs/Capsules/Capsule Cross Diagonal.prefab rename Assets/Prefabs/{Sphere.prefab.meta => Capsules/Capsule Cross Diagonal.prefab.meta} (74%) create mode 100644 Assets/Prefabs/Capsules/Capsule Cross.prefab create mode 100644 Assets/Prefabs/Capsules/Capsule Cross.prefab.meta create mode 100644 Assets/Prefabs/Capsules/Capsule Stack.prefab create mode 100644 Assets/Prefabs/Capsules/Capsule Stack.prefab.meta create mode 100644 Assets/Prefabs/Cylinders.meta create mode 100644 Assets/Prefabs/Cylinders/Cross Cylinder Med.prefab create mode 100644 Assets/Prefabs/Cylinders/Cross Cylinder Med.prefab.meta create mode 100644 Assets/Prefabs/Cylinders/Cross Cylinder Thick.prefab create mode 100644 Assets/Prefabs/Cylinders/Cross Cylinder Thick.prefab.meta create mode 100644 Assets/Prefabs/Cylinders/Cross Cylinder Thin.prefab create mode 100644 Assets/Prefabs/Cylinders/Cross Cylinder Thin.prefab.meta create mode 100644 Assets/Prefabs/Cylinders/Cylinder Diagonal Med.prefab create mode 100644 Assets/Prefabs/Cylinders/Cylinder Diagonal Med.prefab.meta create mode 100644 Assets/Prefabs/Cylinders/Cylinder Diagonal Thick.prefab create mode 100644 Assets/Prefabs/Cylinders/Cylinder Diagonal Thick.prefab.meta create mode 100644 Assets/Prefabs/Cylinders/Cylinder Diagonal Thin.prefab create mode 100644 Assets/Prefabs/Cylinders/Cylinder Diagonal Thin.prefab.meta create mode 100644 Assets/Prefabs/Cylinders/Cylinder Stack.prefab create mode 100644 Assets/Prefabs/Cylinders/Cylinder Stack.prefab.meta create mode 100644 Assets/Prefabs/Cylinders/Line Cylinder Med.prefab create mode 100644 Assets/Prefabs/Cylinders/Line Cylinder Med.prefab.meta create mode 100644 Assets/Prefabs/Cylinders/Line Cylinder Thin.prefab create mode 100644 Assets/Prefabs/Cylinders/Line Cylinder Thin.prefab.meta create mode 100644 Assets/Prefabs/Cylinders/Line CylinderThick.prefab create mode 100644 Assets/Prefabs/Cylinders/Line CylinderThick.prefab.meta create mode 100644 Assets/Prefabs/Floors.meta create mode 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b/Assets/Scripts/FloorLevel.cs index d622cea..74cf4fe 100644 --- a/Assets/Scripts/FloorLevel.cs +++ b/Assets/Scripts/FloorLevel.cs @@ -13,10 +13,11 @@ public class FloorLevel : MonoBehaviour public GameObject player; public PlayerController script; public GameObject[] obstacleList; + public GameObject[] easyObstacleList; + public GameObject[] medObstaclelIst; private int selection = 0; - private int height = 2; - + void Awake() { script.respawnTime = Time.time; @@ -82,6 +83,11 @@ public class FloorLevel : MonoBehaviour GameObject.Destroy(target); } + oldObjects = GameObject.FindGameObjectsWithTag("Wall"); + foreach (GameObject target in oldObjects) { + GameObject.Destroy(target); + } + Destroy(GameObject.FindWithTag("Finish")); for(int i = 0; i < escalation; i++){ @@ -89,38 +95,145 @@ public class FloorLevel : MonoBehaviour 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); + switch (level) + { + case 1: + 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); + } 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)); + } + 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); + } 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)); + } + 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); + } 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)); + } + 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); + } 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)); + } + break; + } } 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); + + switch (level) + { + case 1: + 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); + } 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)); + } + 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); + } 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)); + } + 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); + } 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)); + } + 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); + } 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)); + } + break; + } } 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); + + switch (level) + { + 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)); + 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)); + 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)); + 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)); + break; + } } 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); + + switch (level) + { + 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)); + 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)); + 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)); + 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)); + break; + } } } } - 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); + 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)); script.finished = false; }