using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public enum EDirection { NORTH, SOUTH, EAST, WEST } [RequireComponent(typeof(BoxCollider))] public abstract class Chunk : MonoBehaviour, IResettable,IPoolable { protected ChunkSpawner spawner; [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 EDirection Direction { get; protected set; } public BasePool OwningPool { private get; set; } public readonly List GridPositions = new List(); virtual public void Init(ChunkSpawner spawner) { this.spawner = spawner; } private void Awake() { Collider = GetComponent(); Coins = new List(); Obstacles = new List(); InitializeGrid(); } private void InitializeGrid() { 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); } } } public void ResetToDefault() { transform.localPosition = Vector3.zero; transform.position = Vector3.zero; transform.rotation = Quaternion.identity; } private void OnTriggerExit(Collider other) { if (other.TryGetComponent(out Player player)) { spawner.DelayedReturnToPool(this); spawner.Spawn(); } } public void ChangeTransformBasedOnPreviousChunk(Chunk previousChunk) { ChangeDirectionBasedOnPreviousChunk(previousChunk); ChangePositionBasedOnPreviousChunk(previousChunk); ChangeRotationBasedOnPreviousChunk(previousChunk); } abstract public void ChangeDirectionBasedOnPreviousChunk(Chunk previousChunk); private void ChangePositionBasedOnPreviousChunk(Chunk previousChunk) { float diffBetweenBeginAndCenter = Begin.localPosition.z; //transform.position = previousChunk.End.position - Begin.localPosition; switch (previousChunk.Direction) { case EDirection.NORTH: transform.position = previousChunk.End.position - Begin.localPosition; break; case EDirection.SOUTH: transform.position = previousChunk.End.position + (diffBetweenBeginAndCenter * Vector3.forward); break; case EDirection.WEST: transform.position = previousChunk.End.position - (Begin.localPosition.x * Vector3.right); break; case EDirection.EAST: transform.position = previousChunk.End.position - (diffBetweenBeginAndCenter * Vector3.right); break; } } private void ChangeRotationBasedOnPreviousChunk(Chunk previousChunk) { switch (previousChunk.Direction) { case EDirection.NORTH: transform.Rotate(0, 0, 0, Space.World); break; case EDirection.SOUTH: transform.Rotate(0, -180, 0, Space.World); break; case EDirection.WEST: transform.Rotate(0, -90, 0, Space.World); break; case EDirection.EAST: transform.Rotate(0, -270, 0, Space.World); break; } } public void ReturnToPool() { OwningPool.ReturnToPool(this); } }