Moved the procedural generation over into a new scene in order to develop the first game mode - spawning into the next 'floor' is currently buggy
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m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 925216706}
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_Children: []
|
||||
m_Father: {fileID: 0}
|
||||
m_RootOrder: 0
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
--- !u!1 &942294094
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
@@ -1635,7 +1585,7 @@ Transform:
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||||
m_Children:
|
||||
- {fileID: 1402695046}
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||||
m_Father: {fileID: 0}
|
||||
m_RootOrder: 1
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||||
m_RootOrder: 0
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
--- !u!114 &963194229
|
||||
MonoBehaviour:
|
||||
@@ -2065,7 +2015,7 @@ Transform:
|
||||
- {fileID: 833538478}
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||||
- {fileID: 1488444358}
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m_Father: {fileID: 0}
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m_RootOrder: 3
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||||
m_RootOrder: 2
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
--- !u!1 &1853948297
|
||||
GameObject:
|
||||
@@ -12,6 +12,7 @@ public class PlayerController : MonoBehaviour
|
||||
CharacterController characterController;
|
||||
CapsuleCollider capsule;
|
||||
|
||||
public bool finished = false;
|
||||
public float maxSpeed;
|
||||
public float acceleration;
|
||||
public float friction;
|
||||
@@ -64,6 +65,13 @@ public class PlayerController : MonoBehaviour
|
||||
wallRunning = true;
|
||||
wall++;
|
||||
}
|
||||
|
||||
if(hit.gameObject.tag == "Finish")
|
||||
{
|
||||
finished = true;
|
||||
velocity = new Vector3(0,0,0);
|
||||
maxSpeed = 0;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -8,6 +8,8 @@ public class ProceduralGeneration : MonoBehaviour
|
||||
{
|
||||
|
||||
public int escalation;
|
||||
public GameObject player;
|
||||
public PlayerController script;
|
||||
public GameObject[] obstacleList;
|
||||
|
||||
private int selection = 0;
|
||||
@@ -15,26 +17,67 @@ public class ProceduralGeneration : MonoBehaviour
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
script = player.GetComponent<PlayerController>();
|
||||
escalation = 1;
|
||||
script.finished = false;
|
||||
levelBuild();
|
||||
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
|
||||
if(script.finished == true)
|
||||
{
|
||||
|
||||
escalation++;
|
||||
|
||||
levelBuild();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void levelBuild()
|
||||
{
|
||||
|
||||
GameObject[] oldObjects = GameObject.FindGameObjectsWithTag("Environment");
|
||||
foreach (GameObject target in oldObjects) {
|
||||
GameObject.Destroy(target);
|
||||
}
|
||||
|
||||
Destroy(GameObject.FindWithTag("Finish"));
|
||||
|
||||
for(int i = 1; i <= escalation; i++){
|
||||
for(int j = 1; j <= escalation; j++){
|
||||
selection = Random.Range(1, obstacleList.Length);
|
||||
selection = Random.Range(2, obstacleList.Length);
|
||||
Instantiate(obstacleList[selection], new Vector3(50*i, 2, 50*j), Quaternion.identity);
|
||||
|
||||
selection = Random.Range(1, obstacleList.Length);
|
||||
selection = Random.Range(2, obstacleList.Length);
|
||||
Instantiate(obstacleList[selection], new Vector3(-50*i, 3, -50*j), Quaternion.identity);
|
||||
|
||||
selection = Random.Range(1, obstacleList.Length);
|
||||
selection = Random.Range(2, obstacleList.Length);
|
||||
Instantiate(obstacleList[selection], new Vector3(-50*i, 4, 50*j), Quaternion.identity);
|
||||
|
||||
selection = Random.Range(1, obstacleList.Length);
|
||||
selection = Random.Range(2, obstacleList.Length);
|
||||
Instantiate(obstacleList[selection], new Vector3(50*i, 5, -50*j), Quaternion.identity);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Instantiate(obstacleList[0], new Vector3((50*escalation)+100, 0, (50*escalation)+100), Quaternion.identity);
|
||||
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);
|
||||
|
||||
player.transform.position = new Vector3((50*escalation)+100, 2, (50*escalation)+100);
|
||||
player.transform.Rotate(0.0f, 225.0f, 0.0f, Space.Self);
|
||||
|
||||
if(escalation == 1)
|
||||
{
|
||||
script.pivot.transform.Rotate(0.0f, 225.0f, 0.0f, Space.Self);
|
||||
}
|
||||
|
||||
script.finished = false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -6,7 +6,7 @@ EditorBuildSettings:
|
||||
serializedVersion: 2
|
||||
m_Scenes:
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/Test Scene.unity
|
||||
path: Assets/Scenes/Hub World.unity
|
||||
guid: 9fc0d4010bbf28b4594072e72b8655ab
|
||||
m_configObjects:
|
||||
com.unity.input.settings: {fileID: 11400000, guid: 5dbe934aa009ccc4591ccf96f49a3d48,
|
||||
|
||||
@@ -6,6 +6,7 @@ TagManager:
|
||||
tags:
|
||||
- Environment
|
||||
- Wall
|
||||
- Obstacle
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
||||
Reference in New Issue
Block a user