UnityProjekt/Assets/Scripts/PlatformSpawner.cs

75 lines
No EOL
2.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Random = System.Random;
public class PlatformSpawner : MonoBehaviour
{
public Transform platformLeft;
public Transform platformMiddle;
public Transform platformRight;
public Transform player;
public int maxSize = 5;
public int maxLevel = 5;
public int platformCount = 2;
private Vector3 _spawnDiff;
internal int Level;
private Random _random = new Random();
private Vector3 _lastPlatformPos;
private OwnCharacterController _playerController;
private float _lastLevel0Pos;
private int _totalLevel;
private int _remainingPlatforms;
// Start is called before the first frame update
void Start()
{
_spawnDiff = platformLeft.position - player.position;
_lastPlatformPos = platformRight.position;
_playerController = player.GetComponent<OwnCharacterController>();
_remainingPlatforms = platformCount;
}
// Update is called once per frame
void FixedUpdate()
{
if (player.position.x + _spawnDiff.x <= _lastPlatformPos.x)
return;
int size = _random.Next(maxSize);
Vector3 pos = _lastPlatformPos;
Instantiate(platformLeft).position = pos += new Vector3(1, 0, 0);
for (int i = 0; i < size; i++)
Instantiate(platformMiddle).position = pos += new Vector3(0.7f, 0, 0);
Instantiate(platformRight).position = pos += new Vector3(0.7f, 0, 0);
_lastPlatformPos = pos;
if (Level == 0)
_lastLevel0Pos = pos.x;
if (--_remainingPlatforms != 0) return;
int rand = _random.Next(2);
switch (rand)
{
case 0 when Level == 0:
case 1 when Level < maxLevel:
Level++;
_lastPlatformPos.y++;
_playerController.SetCheckpoint(_lastPlatformPos);
break;
case 0 when Level > 1:
case 1 when Level == maxLevel:
Level--;
_lastPlatformPos.y++;
_playerController.SetCheckpoint(_lastPlatformPos);
_lastPlatformPos.y -= 2;
break;
}
_totalLevel++;
_remainingPlatforms = _totalLevel * platformCount;
}
public bool ShouldRespawn(Transform tr, CharacterControllerBase controller)
{
return Level > 0 && tr.position.x > _lastLevel0Pos && controller.IsOnGround("Ground");
}
}