A proper and functional procedural level generation has been implemented although it is missing many more obstacles as well as its own scene to be generated (and re-generated upon completion) in

This commit is contained in:
Gregory Campbell
2020-01-07 21:52:52 -05:00
parent 9d94f117c4
commit f8edbd7ae3
14 changed files with 1002 additions and 4 deletions
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class ProceduralGeneration : MonoBehaviour
{
public int escalation;
public GameObject[] obstacleList;
private int selection = 0;
// Start is called before the first frame update
void Start()
{
for(int i = 1; i <= escalation; i++){
for(int j = 1; j <= escalation; j++){
selection = Random.Range(1, obstacleList.Length);
Instantiate(obstacleList[selection], new Vector3(50*i, 2, 50*j), Quaternion.identity);
selection = Random.Range(1, obstacleList.Length);
Instantiate(obstacleList[selection], new Vector3(-50*i, 3, -50*j), Quaternion.identity);
selection = Random.Range(1, obstacleList.Length);
Instantiate(obstacleList[selection], new Vector3(-50*i, 4, 50*j), Quaternion.identity);
selection = Random.Range(1, 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);
}
}
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