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InputTranslator.Tick(); + InputTranslator.Tick(); } private void Init() diff --git a/Assets/Scripts/Obstacles/Obstacle.cs b/Assets/Scripts/Obstacles/Obstacle.cs index e33ef3a..b0528d4 100644 --- a/Assets/Scripts/Obstacles/Obstacle.cs +++ b/Assets/Scripts/Obstacles/Obstacle.cs @@ -6,9 +6,9 @@ using UnityEngine; public class Obstacle : PoolingObject, IObstacle,IDamageDealer,IResettable { [field: SerializeField] public bool IsOnAllLanes { get; private set; } + [field: SerializeField] public bool IsInevitable { get; private set; } public BoxCollider Collider { get; private set; } - //public BasePool OwningPool { private get; set; } - + private void Awake() { Collider = GetComponent(); @@ -30,9 +30,4 @@ public class Obstacle : PoolingObject, IObstacle,IDamageDealer,IResett { target.TakeDamage(amount); } - - //public void ReturnToPool() - //{ - // OwningPool.ReturnToPool(this); - //} } diff --git a/Assets/Scripts/Player/States/JumpState.cs b/Assets/Scripts/Player/States/JumpState.cs index 5a48cc3..4f1ccac 100644 --- a/Assets/Scripts/Player/States/JumpState.cs +++ b/Assets/Scripts/Player/States/JumpState.cs @@ -9,7 +9,7 @@ public class JumpState : MovingState private float expiredTime = 0; private float previousDeltaY = 0; private float jumpHeight; - private float internalJumpTime = 0.55f; + private float internalJumpTime = 0.45f; public JumpState(PlayerStateMachine playerStateMachine, AnimationCurve curve) : base(playerStateMachine) { deltaYCurve = curve; @@ -41,9 +41,7 @@ public class JumpState : MovingState previousDeltaY = deltaY; playerSM.VerticalDeltaPosition = diff; if (jumpProgress > internalJumpTime) - { - expiredTime = 0; - playerSM.VerticalDeltaPosition = 0; + { playerSM.SetState(playerSM.PlayerGroundState); } } @@ -52,5 +50,6 @@ public class JumpState : MovingState previousDeltaY = 0; expiredTime = 0; playerSM.VerticalDeltaPosition = 0; + playerSM.VerticalDeltaPosition = 0; } } diff --git a/Assets/Scripts/Road/ChunkGenerator.cs b/Assets/Scripts/Road/ChunkGenerator.cs index 2d74c29..d2ccf2c 100644 --- a/Assets/Scripts/Road/ChunkGenerator.cs +++ b/Assets/Scripts/Road/ChunkGenerator.cs @@ -10,11 +10,13 @@ public class ChunkGenerator : MonoBehaviour public Chunk Generate(Chunk chunkToFill) { + if (ObstaclePools.IsEmpty()) + return chunkToFill; var obstaclePool = ObstaclePools.GetRandomElement(); var obstacle = obstaclePool.GetFromPool(); chunkToFill.Obstacles.Add(obstacle); obstacle.transform.SetParent(chunkToFill.transform, true); - obstacle.transform.localPosition = chunkToFill.GridPositions.GetRandomElement(); + obstacle.transform.localPosition = chunkToFill.Grid.GetRandomPosition(); if (obstacle.IsOnAllLanes) { obstacle.transform.localPosition = new Vector3(LaneSystem.CenterLane * LaneSystem.LaneWidth, transform.localPosition.y, transform.localPosition.z); diff --git a/Assets/Scripts/Road/ChunkSpawner.cs b/Assets/Scripts/Road/ChunkSpawner.cs index 88aa9ab..09cc58b 100644 --- a/Assets/Scripts/Road/ChunkSpawner.cs +++ b/Assets/Scripts/Road/ChunkSpawner.cs @@ -18,11 +18,7 @@ public class ChunkSpawner : MonoBehaviour // TODO: ISpawner waitBeforeSpawn = new WaitForSeconds(spawnDelay); SpawnInitialChunks(); } - private void Update() - { - if (Input.GetKeyDown(KeyCode.S)) - Spawn(); - } + public void SpawnInitialChunks() { lastChunk = chunkPool.GetFromPool(); diff --git a/Assets/Scripts/Road/Chunks/Chunk.cs b/Assets/Scripts/Road/Chunks/Chunk.cs index 784e019..80daff5 100644 --- a/Assets/Scripts/Road/Chunks/Chunk.cs +++ b/Assets/Scripts/Road/Chunks/Chunk.cs @@ -12,13 +12,11 @@ public abstract class Chunk : PoolingObject, IResettable [field: SerializeField] public Transform Begin { get; private set; } [field: SerializeField] public Transform End { get; private set; } - [SerializeField] private int gridRowCount; public List Coins { get; private set; } public List Obstacles { get; private set; } public BoxCollider Collider { get; private set; } - //public BasePool OwningPool { private get; set; } + public Grid Grid { get; private set; } - public readonly List GridPositions = new List(); virtual public void Init(ChunkSpawner spawner) { this.spawner = spawner; @@ -28,7 +26,6 @@ public abstract class Chunk : PoolingObject, IResettable Collider = GetComponent(); Coins = new List(); Obstacles = new List(); - InitializeGrid(); } @@ -36,18 +33,7 @@ public abstract class Chunk : PoolingObject, IResettable { Vector3 chunkLengthVector = (End.position - Begin.position); float chunkLength = chunkLengthVector.magnitude; - float rowLength = chunkLength / gridRowCount; - Debug.DrawLine(Vector3.zero, new Vector3(0, 5, 0), Color.red); - foreach (var lane in LaneSystem.Instance.Lanes) - { - float lanePosition = lane * LaneSystem.Instance.LaneWidth; - for (int i = 0; i < gridRowCount; i++) - { - Vector3 gridPosition = new Vector3(lanePosition, 0, i * rowLength); - Debug.DrawLine(gridPosition, Vector3.up* 100,Color.red,500); - GridPositions.Add(gridPosition); - } - } + Grid = new Grid(chunkLength); } public void ResetToDefault() @@ -82,19 +68,4 @@ public abstract class Chunk : PoolingObject, IResettable private void ChangeRotationBasedOnPreviousChunk(Chunk previousChunk) { } - - //public void ReturnToPool() - //{ - // OwningPool.ReturnToPool(this); - //} - - //public void GetOwningPool(BasePool pool) where T : MonoBehaviour, IPoolable - //{ - // throw new NotImplementedException(); - //} - - //public void SetOwningPool(BasePool pool) where T : MonoBehaviour, IPoolable - //{ - // throw new NotImplementedException(); - //} } diff --git a/Assets/Scripts/Road/Chunks/Grid.cs b/Assets/Scripts/Road/Chunks/Grid.cs index 7bacb93..9a8c263 100644 --- a/Assets/Scripts/Road/Chunks/Grid.cs +++ b/Assets/Scripts/Road/Chunks/Grid.cs @@ -1,21 +1,28 @@ using System.Collections; +using System.Collections.Generic; using UnityEngine; -namespace Assets.Scripts.Road.Chunks +public class Grid { - public class Grid : MonoBehaviour + public readonly List GridPositions = new List(); + private int gridRowCount; + + public Grid(float gridLength) { - - // Use this for initialization - void Start() + gridRowCount = 1; + float rowLength = gridLength / gridRowCount; + foreach (var lane in LaneSystem.Instance.Lanes) { - - } - - // Update is called once per frame - void Update() - { - + float lanePosition = lane * LaneSystem.Instance.LaneWidth; + for (int i = 0; i < gridRowCount; i++) + { + Vector3 gridPosition = new Vector3(lanePosition, 0, i * rowLength); + GridPositions.Add(gridPosition); + } } } -} \ No newline at end of file + public Vector3 GetRandomPosition() + { + return GridPositions.GetRandomElement(); + } +}