Extracted code to Grid class, adjusted jump time to get better game feel

Also fixed scaling of score ui element
This commit is contained in:
VladimirPirozhenko 2022-08-14 06:14:54 +03:00
parent 0fb508126d
commit 9067758171
11 changed files with 201 additions and 139 deletions

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<JumpHeight>k__BackingField: 5.3 <JumpHeight>k__BackingField: 5.3
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View File

@ -6,8 +6,8 @@ using UnityEngine;
public class Obstacle : PoolingObject<Obstacle>, IObstacle,IDamageDealer,IResettable public class Obstacle : PoolingObject<Obstacle>, IObstacle,IDamageDealer,IResettable
{ {
[field: SerializeField] public bool IsOnAllLanes { get; private set; } [field: SerializeField] public bool IsOnAllLanes { get; private set; }
[field: SerializeField] public bool IsInevitable { get; private set; }
public BoxCollider Collider { get; private set; } public BoxCollider Collider { get; private set; }
//public BasePool<Obstacle> OwningPool { private get; set; }
private void Awake() private void Awake()
{ {
@ -30,9 +30,4 @@ public class Obstacle : PoolingObject<Obstacle>, IObstacle,IDamageDealer,IResett
{ {
target.TakeDamage(amount); target.TakeDamage(amount);
} }
//public void ReturnToPool()
//{
// OwningPool.ReturnToPool(this);
//}
} }

View File

@ -9,7 +9,7 @@ public class JumpState : MovingState
private float expiredTime = 0; private float expiredTime = 0;
private float previousDeltaY = 0; private float previousDeltaY = 0;
private float jumpHeight; private float jumpHeight;
private float internalJumpTime = 0.55f; private float internalJumpTime = 0.45f;
public JumpState(PlayerStateMachine playerStateMachine, AnimationCurve curve) : base(playerStateMachine) public JumpState(PlayerStateMachine playerStateMachine, AnimationCurve curve) : base(playerStateMachine)
{ {
deltaYCurve = curve; deltaYCurve = curve;
@ -42,8 +42,6 @@ public class JumpState : MovingState
playerSM.VerticalDeltaPosition = diff; playerSM.VerticalDeltaPosition = diff;
if (jumpProgress > internalJumpTime) if (jumpProgress > internalJumpTime)
{ {
expiredTime = 0;
playerSM.VerticalDeltaPosition = 0;
playerSM.SetState(playerSM.PlayerGroundState); playerSM.SetState(playerSM.PlayerGroundState);
} }
} }
@ -52,5 +50,6 @@ public class JumpState : MovingState
previousDeltaY = 0; previousDeltaY = 0;
expiredTime = 0; expiredTime = 0;
playerSM.VerticalDeltaPosition = 0; playerSM.VerticalDeltaPosition = 0;
playerSM.VerticalDeltaPosition = 0;
} }
} }

View File

@ -10,11 +10,13 @@ public class ChunkGenerator : MonoBehaviour
public Chunk Generate(Chunk chunkToFill) public Chunk Generate(Chunk chunkToFill)
{ {
if (ObstaclePools.IsEmpty())
return chunkToFill;
var obstaclePool = ObstaclePools.GetRandomElement(); var obstaclePool = ObstaclePools.GetRandomElement();
var obstacle = obstaclePool.GetFromPool(); var obstacle = obstaclePool.GetFromPool();
chunkToFill.Obstacles.Add(obstacle); chunkToFill.Obstacles.Add(obstacle);
obstacle.transform.SetParent(chunkToFill.transform, true); obstacle.transform.SetParent(chunkToFill.transform, true);
obstacle.transform.localPosition = chunkToFill.GridPositions.GetRandomElement(); obstacle.transform.localPosition = chunkToFill.Grid.GetRandomPosition();
if (obstacle.IsOnAllLanes) if (obstacle.IsOnAllLanes)
{ {
obstacle.transform.localPosition = new Vector3(LaneSystem.CenterLane * LaneSystem.LaneWidth, transform.localPosition.y, transform.localPosition.z); obstacle.transform.localPosition = new Vector3(LaneSystem.CenterLane * LaneSystem.LaneWidth, transform.localPosition.y, transform.localPosition.z);

View File

@ -18,11 +18,7 @@ public class ChunkSpawner : MonoBehaviour // TODO: ISpawner
waitBeforeSpawn = new WaitForSeconds(spawnDelay); waitBeforeSpawn = new WaitForSeconds(spawnDelay);
SpawnInitialChunks(); SpawnInitialChunks();
} }
private void Update()
{
if (Input.GetKeyDown(KeyCode.S))
Spawn();
}
public void SpawnInitialChunks() public void SpawnInitialChunks()
{ {
lastChunk = chunkPool.GetFromPool(); lastChunk = chunkPool.GetFromPool();

View File

@ -12,13 +12,11 @@ public abstract class Chunk : PoolingObject<Chunk>, IResettable
[field: SerializeField] public Transform Begin { get; private set; } [field: SerializeField] public Transform Begin { get; private set; }
[field: SerializeField] public Transform End { get; private set; } [field: SerializeField] public Transform End { get; private set; }
[SerializeField] private int gridRowCount;
public List<Coin> Coins { get; private set; } public List<Coin> Coins { get; private set; }
public List<Obstacle> Obstacles { get; private set; } public List<Obstacle> Obstacles { get; private set; }
public BoxCollider Collider { get; private set; } public BoxCollider Collider { get; private set; }
//public BasePool<Chunk> OwningPool { private get; set; } public Grid Grid { get; private set; }
public readonly List<Vector3> GridPositions = new List<Vector3>();
virtual public void Init(ChunkSpawner spawner) virtual public void Init(ChunkSpawner spawner)
{ {
this.spawner = spawner; this.spawner = spawner;
@ -28,7 +26,6 @@ public abstract class Chunk : PoolingObject<Chunk>, IResettable
Collider = GetComponent<BoxCollider>(); Collider = GetComponent<BoxCollider>();
Coins = new List<Coin>(); Coins = new List<Coin>();
Obstacles = new List<Obstacle>(); Obstacles = new List<Obstacle>();
InitializeGrid(); InitializeGrid();
} }
@ -36,18 +33,7 @@ public abstract class Chunk : PoolingObject<Chunk>, IResettable
{ {
Vector3 chunkLengthVector = (End.position - Begin.position); Vector3 chunkLengthVector = (End.position - Begin.position);
float chunkLength = chunkLengthVector.magnitude; float chunkLength = chunkLengthVector.magnitude;
float rowLength = chunkLength / gridRowCount; Grid = new Grid(chunkLength);
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);
}
}
} }
public void ResetToDefault() public void ResetToDefault()
@ -82,19 +68,4 @@ public abstract class Chunk : PoolingObject<Chunk>, IResettable
private void ChangeRotationBasedOnPreviousChunk(Chunk previousChunk) private void ChangeRotationBasedOnPreviousChunk(Chunk previousChunk)
{ {
} }
//public void ReturnToPool()
//{
// OwningPool.ReturnToPool(this);
//}
//public void GetOwningPool<T>(BasePool<T> pool) where T : MonoBehaviour, IPoolable
//{
// throw new NotImplementedException();
//}
//public void SetOwningPool<T>(BasePool<T> pool) where T : MonoBehaviour, IPoolable
//{
// throw new NotImplementedException();
//}
} }

View File

@ -1,21 +1,28 @@
using System.Collections; using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
namespace Assets.Scripts.Road.Chunks public class Grid
{ {
public class Grid : MonoBehaviour public readonly List<Vector3> GridPositions = new List<Vector3>();
{ private int gridRowCount;
// Use this for initialization public Grid(float gridLength)
void Start()
{ {
gridRowCount = 1;
float rowLength = gridLength / gridRowCount;
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);
GridPositions.Add(gridPosition);
} }
// Update is called once per frame
void Update()
{
} }
} }
public Vector3 GetRandomPosition()
{
return GridPositions.GetRandomElement();
}
} }