Added obstacles, started working on chunk generator
Added obstacles, updated pools, added extention for list, updated LaneSystem
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@ -14,5 +14,5 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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<InvincibilityTime>k__BackingField: 3
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<JumpHeight>k__BackingField: 6
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<LaneSwitchSpeed>k__BackingField: 17.5
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<LaneSwitchSpeed>k__BackingField: 25
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<Speed>k__BackingField: 20
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12
Assets/Scripts/Extentions/RandomExtentions.cs
Normal file
12
Assets/Scripts/Extentions/RandomExtentions.cs
Normal file
@ -0,0 +1,12 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public static class RandomExtentions
|
||||
{
|
||||
public static T GetRandomElement<T>(this List<T> list)
|
||||
{
|
||||
return list[Random.Range(0, list.Count)];
|
||||
}
|
||||
|
||||
}
|
11
Assets/Scripts/Extentions/RandomExtentions.cs.meta
Normal file
11
Assets/Scripts/Extentions/RandomExtentions.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 72a073a0812c62945ae152a242255d7f
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -7,7 +7,7 @@ interface IObstacle
|
||||
public void Impact();
|
||||
}
|
||||
[RequireComponent(typeof(BoxCollider))]
|
||||
[RequireComponent(typeof(Renderer))]
|
||||
//[RequireComponent(typeof(Renderer))]
|
||||
public class Obstacle : MonoBehaviour,IObstacle,IDamageDealer,IResettable
|
||||
{
|
||||
public BoxCollider Collider { get; private set; }
|
||||
@ -27,8 +27,8 @@ public class Obstacle : MonoBehaviour,IObstacle,IDamageDealer,IResettable
|
||||
//gameObject.transform.localRotation = Quaternion.identity;
|
||||
//gameObject.transform.localScale = Vector3.one;
|
||||
// gameObject.transform.localPosition = Vector3.zero;
|
||||
//gameObject.SetActive(false);
|
||||
//gameObject.transform.SetParent(null);
|
||||
gameObject.SetActive(false);
|
||||
gameObject.transform.SetParent(null);
|
||||
}
|
||||
public void Impact()
|
||||
{
|
||||
|
@ -1,4 +1,3 @@
|
||||
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
@ -9,7 +9,7 @@ public class JumpState : MovingState
|
||||
private float expiredTime = 0;
|
||||
private float previousDeltaY = 0;
|
||||
private float jumpHeight;
|
||||
private float internalJumpTime = 0.7f;
|
||||
private float internalJumpTime = 0.55f;
|
||||
public JumpState(PlayerStateMachine playerStateMachine, AnimationCurve curve) : base(playerStateMachine)
|
||||
{
|
||||
deltaYCurve = curve;
|
||||
|
@ -5,20 +5,15 @@ using UnityEngine;
|
||||
public class ChunkGenerator : MonoBehaviour
|
||||
{
|
||||
//[SerializeField] private Coin coinPrefab;
|
||||
//[SerializeField] private Obstacle obstaclePrefab;
|
||||
[SerializeField] private Obstacle obstaclePrefab;
|
||||
[SerializeField] private LaneSystem LaneSystem;
|
||||
|
||||
[SerializeField] private int gridColumns;
|
||||
public CoinPool CoinPool { get; private set; }
|
||||
public ObstaclePool ObstaclePool { get; private set; }
|
||||
|
||||
private Vector3 obstacleSize;
|
||||
private Vector3 coinSize;
|
||||
|
||||
private float coinElevation;
|
||||
private int coinsOnLane;
|
||||
private int maxCoinsOnLane = 7;
|
||||
private void Awake()
|
||||
{
|
||||
|
||||
//obstacleSize = obstaclePrefab.GetComponent<BoxCollider>().size;
|
||||
//coinSize = coinPrefab.GetComponent<BoxCollider>().size;
|
||||
//CoinPool = GetComponent<CoinPool>();
|
||||
@ -28,7 +23,21 @@ public class ChunkGenerator : MonoBehaviour
|
||||
}
|
||||
public Chunk Generate(Chunk chunkToFill)
|
||||
{
|
||||
var obstacle = Instantiate(obstaclePrefab);
|
||||
List<Vector3> gridPositions = new List<Vector3>();
|
||||
foreach (var lane in LaneSystem.Lanes)
|
||||
{
|
||||
float lanePosition = lane * LaneSystem.LaneWidth;
|
||||
for (int i = 0; i < gridColumns; i++)
|
||||
{
|
||||
Vector3 gridPosition = new Vector3(lanePosition,0, i * obstacle.Collider.size.z);
|
||||
gridPositions.Add(gridPosition);
|
||||
}
|
||||
}
|
||||
|
||||
chunkToFill.Obstacles.Add(obstacle);
|
||||
obstacle.transform.SetParent(chunkToFill.transform, false);
|
||||
obstacle.transform.localPosition = gridPositions.GetRandomElement();
|
||||
//// int randomChunkPrefab = Random.Range(0, chunkPrefabs.Count);
|
||||
////Chunk chunk = Instantiate(chunkPrefabs[randomChunkPrefab], new Vector3(), new Quaternion());
|
||||
//Obstacle obstacle = ObstaclePool.GetFromPool();//chunkToFill.ObstaclePool.Get();
|
||||
|
@ -1,19 +1,16 @@
|
||||
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
public class ChunkSpawner : MonoBehaviour // TODO: ISpawner
|
||||
{
|
||||
[SerializeField] private StraightChunk chunkPrefab;
|
||||
[SerializeField] private TurningChunk turningChunkPrefab;
|
||||
[SerializeField] [Range(1, 100)] private int chunkCount;
|
||||
[SerializeField] private float spawnDelay;
|
||||
[SerializeField] private ChunkGenerator chunkGenerator;
|
||||
[SerializeField] private ChunkPool chunkPool;
|
||||
|
||||
private ObjectPool<Chunk> chunkPool; //ÂÛÍÅÑÒÈ Â ÊËÀÑÑ
|
||||
private Chunk lastChunk;
|
||||
private WaitForSeconds waitBeforeSpawn;
|
||||
|
||||
@ -29,58 +26,25 @@ public class ChunkSpawner : MonoBehaviour // TODO: ISpawner
|
||||
}
|
||||
public void SpawnInitialChunks()
|
||||
{
|
||||
chunkPool = new ObjectPool<Chunk>(CreateChunk, GetChunk, ReleaseChunk, chunkCount);
|
||||
lastChunk = chunkPool[0];
|
||||
for (int i = 0; i < chunkCount / 2; i++)
|
||||
lastChunk = chunkPool.GetFromPool();
|
||||
for (int i = 0; i < chunkPool.Capacity / 2; i++)
|
||||
{
|
||||
Chunk chunk = chunkPool.Get();
|
||||
chunk.ChangeTransformBasedOnPreviousChunk(lastChunk);
|
||||
lastChunk = chunk;
|
||||
Spawn();
|
||||
}
|
||||
}
|
||||
private Chunk CreateChunk()
|
||||
{
|
||||
Chunk chunk = Instantiate(chunkPrefab);
|
||||
chunk.Init(this);
|
||||
chunk.transform.parent = this.transform;
|
||||
chunk.gameObject.SetActive(false);
|
||||
return chunk;
|
||||
}
|
||||
|
||||
private void GetChunk(Chunk chunk)
|
||||
{
|
||||
chunk.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
private void ReleaseChunk(Chunk chunk)
|
||||
{
|
||||
foreach (Coin coin in chunk.Coins)
|
||||
{
|
||||
//chunkGenerator.CoinPool.ReturnToPool(coin);
|
||||
}
|
||||
foreach (Obstacle obstacle in chunk.Obstacles)
|
||||
{
|
||||
//chunkGenerator.ObstaclePool.ReturnToPool(obstacle);
|
||||
}
|
||||
chunk.ResetToDefault();
|
||||
chunk.Coins.Clear();
|
||||
chunk.Obstacles.Clear();
|
||||
chunk.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public void Spawn()
|
||||
{
|
||||
Chunk newChunk = chunkPool.Get();
|
||||
Chunk newChunk = chunkPool.GetFromPool();
|
||||
newChunk.ChangeTransformBasedOnPreviousChunk(lastChunk);
|
||||
chunkGenerator.Generate(newChunk);
|
||||
lastChunk = newChunk;
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void DelayedReturnToPool(Chunk chunk)
|
||||
{
|
||||
StartCoroutine(ReturnToPool(chunk));
|
||||
}
|
||||
|
||||
public IEnumerator ReturnToPool(Chunk chunk) //EVENT
|
||||
{
|
||||
yield return waitBeforeSpawn;
|
||||
|
@ -8,18 +8,10 @@ public enum EDirection { NORTH, SOUTH, EAST, WEST }
|
||||
public abstract class Chunk : MonoBehaviour, IResettable
|
||||
{
|
||||
protected ChunkSpawner spawner;
|
||||
//[SerializeField] protected Coin defaultCoinPrefab;
|
||||
//[SerializeField] protected Obstacle defaultObstaclePrefab;
|
||||
|
||||
[SerializeField] private Transform begin;
|
||||
[SerializeField] private Transform end;
|
||||
[field: SerializeField] public Transform Begin { get; private set; }
|
||||
[field: SerializeField] public Transform End { get; private set; }
|
||||
|
||||
//[SerializeField] private float spawnCooldown;
|
||||
//private float timeSinceLastSpawn = 0;
|
||||
//10 <
|
||||
|
||||
public Transform Begin { get { return begin; } private set { begin = value; } }
|
||||
public Transform End { get { return end; } private set { end = value; } }
|
||||
public List<Coin> Coins { get; private set; }
|
||||
public List<Obstacle> Obstacles { get; private set; }
|
||||
public BoxCollider Collider { get; private set; }
|
||||
|
@ -13,48 +13,40 @@ public class LaneSystem : MonoBehaviour,IResettable
|
||||
public float CurrentOffset { get; private set; }
|
||||
public int TargetLane { get; private set; }
|
||||
|
||||
//public int TargetLane
|
||||
//{
|
||||
// get
|
||||
// {
|
||||
// return targetLane;
|
||||
// }
|
||||
// set
|
||||
// {
|
||||
// if (value == targetLane)
|
||||
// return;
|
||||
// if (value < Lanes[0])
|
||||
// {
|
||||
// return;
|
||||
// }
|
||||
// if (value > Lanes[Lanes.Count-1])
|
||||
// {
|
||||
// return;
|
||||
// }
|
||||
// if (value < targetLane)
|
||||
// {
|
||||
|
||||
// TargetPosition -= LaneWidth ;
|
||||
// CurrentOffset -= LaneWidth;
|
||||
// // DesiredDifference = -LaneWidth;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
|
||||
// TargetPosition += LaneWidth; //+ AdditionalOffset;
|
||||
// CurrentOffset += LaneWidth;
|
||||
// // DesiredDifference = LaneWidth;
|
||||
// }
|
||||
// targetLane = value;
|
||||
// }
|
||||
//}
|
||||
public readonly Dictionary<int, float> LanesDict = new Dictionary<int, float>();
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Lanes = new List<int>(laneCount);
|
||||
for (int i = 0; i < laneCount; i++)
|
||||
bool isLanesEven = laneCount % 2 == 0;
|
||||
if (isLanesEven)
|
||||
{
|
||||
Lanes.Add(i);
|
||||
for (int i = -laneCount / 2; i < laneCount / 2; i++)
|
||||
{
|
||||
Lanes.Add(i);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = -laneCount / 2; i <= laneCount / 2; i++)
|
||||
{
|
||||
Lanes.Add(i);
|
||||
}
|
||||
}
|
||||
|
||||
if (isLanesEven)
|
||||
{
|
||||
for (int i = -laneCount / 2; i < laneCount / 2; i++)
|
||||
{
|
||||
LanesDict.Add(i, i * LaneWidth);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = -laneCount / 2; i <= laneCount / 2; i++)
|
||||
{
|
||||
LanesDict.Add(i, i * LaneWidth);
|
||||
}
|
||||
}
|
||||
ResetToDefault();
|
||||
}
|
||||
@ -92,7 +84,7 @@ public class LaneSystem : MonoBehaviour,IResettable
|
||||
|
||||
public void ResetToDefault()
|
||||
{
|
||||
TargetLane = laneCount / 2;
|
||||
TargetLane = Lanes[laneCount / 2];
|
||||
CurrentOffset = 0;
|
||||
CurrentPosition = 0;
|
||||
TargetPosition = 0;
|
||||
|
@ -2,13 +2,13 @@ using UnityEngine;
|
||||
|
||||
public class BasePool<T> : MonoBehaviour where T : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private int capacity;
|
||||
[field: SerializeField] public int Capacity { get; private set; }
|
||||
[SerializeField] private T prefab;
|
||||
private ObjectPool<T> pool;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
pool = new ObjectPool<T>(CreateAction, GetAction, ReturnAction, capacity);
|
||||
pool = new ObjectPool<T>(CreateAction, GetAction, ReturnAction, Capacity);
|
||||
}
|
||||
|
||||
protected virtual T CreateAction()
|
||||
|
@ -1,7 +1,5 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
[RequireComponent(typeof(ChunkSpawner))]
|
||||
using UnityEngine;
|
||||
|
||||
public class ChunkPool : BasePool<Chunk>
|
||||
{
|
||||
[SerializeField] private ChunkSpawner spawner;
|
||||
@ -10,6 +8,7 @@ public class ChunkPool : BasePool<Chunk>
|
||||
{
|
||||
Chunk chunk = base.CreateAction();
|
||||
chunk.Init(spawner);
|
||||
chunk.transform.position = new Vector3(0,0,0);
|
||||
return chunk;
|
||||
}
|
||||
|
||||
@ -26,6 +25,11 @@ public class ChunkPool : BasePool<Chunk>
|
||||
//}
|
||||
chunk.ResetToDefault();
|
||||
chunk.Coins.Clear();
|
||||
foreach (var obstacle in chunk.Obstacles)
|
||||
{
|
||||
obstacle.transform.SetParent(null);
|
||||
obstacle.ResetToDefault();
|
||||
}
|
||||
chunk.Obstacles.Clear();
|
||||
}
|
||||
}
|
||||
|
@ -63,7 +63,9 @@ public class ObjectPool<T> : IEnumerable<T> where T : MonoBehaviour
|
||||
{
|
||||
return element;
|
||||
}
|
||||
return ExpandPool();
|
||||
T instance = ExpandPool();
|
||||
instance.gameObject.SetActive(true);
|
||||
return instance;
|
||||
}
|
||||
private bool TryGet(out T element)
|
||||
{
|
@ -0,0 +1,7 @@
|
||||
folderAsset: yes
|
||||
timeCreated: 1496487791
|
||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
x
Reference in New Issue
Block a user