Made direction of infinity run clear

This commit is contained in:
Gregory Campbell
2020-02-11 00:09:23 -05:00
parent af2321223f
commit ea1b3c1518
8 changed files with 292 additions and 0 deletions
+33
View File
@@ -19,6 +19,7 @@ public class InfinityRunner : MonoBehaviour
public GameObject[] easyObstacleList;
public GameObject[] medObstaclelIst;
public GameObject boundaries;
public Material[] startMaterials;
private int selection;
private int size;
@@ -26,6 +27,8 @@ public class InfinityRunner : MonoBehaviour
private float spawnTime = 0.0f;
private Transform lastSpawn;
MeshRenderer mr;
void Awake()
{
@@ -184,27 +187,57 @@ public class InfinityRunner : MonoBehaviour
GameObject start = Instantiate(obstacleList[0], new Vector3(0, 0, 0), Quaternion.identity) as GameObject;
start.transform.localScale = new Vector3(25, 1, 25);
mr = start.GetComponent<MeshRenderer>();
mr.material = startMaterials[0];
walls = Instantiate(boundaries, new Vector3(12.5f, 0, 0), Quaternion.identity) as GameObject;
walls.transform.localScale = new Vector3(0.25f, 1, 0.25f);
mr = walls.transform.GetChild(0).gameObject.GetComponent<MeshRenderer>();
mr.material = startMaterials[1];
walls = Instantiate(boundaries, new Vector3(-12.5f, 0, 0), Quaternion.identity) as GameObject;
walls.transform.localScale = new Vector3(0.25f, 1, 0.25f);
mr = walls.transform.GetChild(0).gameObject.GetComponent<MeshRenderer>();
mr.material = startMaterials[1];
GameObject startOne = Instantiate(obstacleList[0], new Vector3(0, 0, 25), Quaternion.identity) as GameObject;
startOne.transform.localScale = new Vector3(25, 1, 25);
mr = startOne.GetComponent<MeshRenderer>();
mr.material = startMaterials[0];
walls = Instantiate(boundaries, new Vector3(12.5f, 0, 25), Quaternion.identity) as GameObject;
walls.transform.localScale = new Vector3(0.25f, 1, 0.25f);
mr = walls.transform.GetChild(0).gameObject.GetComponent<MeshRenderer>();
mr.material = startMaterials[2];
walls = Instantiate(boundaries, new Vector3(-12.5f, 0, 25), Quaternion.identity) as GameObject;
walls.transform.localScale = new Vector3(0.25f, 1, 0.25f);
mr = walls.transform.GetChild(0).gameObject.GetComponent<MeshRenderer>();
mr.material = startMaterials[2];
GameObject startTwo = Instantiate(obstacleList[0], new Vector3(0, 0, 50), Quaternion.identity) as GameObject;
startTwo.transform.localScale = new Vector3(25, 1, 25);
mr = startTwo.GetComponent<MeshRenderer>();
mr.material = startMaterials[0];
walls = Instantiate(boundaries, new Vector3(12.5f, 0, 50), Quaternion.identity) as GameObject;
walls.transform.localScale = new Vector3(0.25f, 1, 0.25f);
mr = walls.transform.GetChild(0).gameObject.GetComponent<MeshRenderer>();
mr.material = startMaterials[1];
walls = Instantiate(boundaries, new Vector3(-12.5f, 0, 50), Quaternion.identity) as GameObject;
walls.transform.localScale = new Vector3(0.25f, 1, 0.25f);
mr = walls.transform.GetChild(0).gameObject.GetComponent<MeshRenderer>();
mr.material = startMaterials[1];
lastSpawn = startTwo.transform;
script.finished = false;