ground destroy, instantiate
This commit is contained in:
8
Assets/Resources.meta
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8
Assets/Resources.meta
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public class GroundController : MonoBehaviour
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private GameObject[] ground;
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public GameObject[] loadFrom;
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private float groundMoveSpeed = 10f;
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private void Awake() {
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LoadPrefabs("Prefabs/Modulok");
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Debug.Log(loadFrom.Length);
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//getting all of the ground objects by the tag
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if(ground.Length == 0){
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}
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private void Update() {
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for (int i = 0; i < ground.Length; i++)
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{
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ground = GameObject.FindGameObjectsWithTag("Ground"); //torles miatt ujra le kell kerni a ground objecteket
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OrderGroundArrayByZ(); //rendezzuk z szerint hogy sorba legyenek
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for (int i = 0; i < ground.Length; i++){ //ground objecteket mozgatja
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ground[i].transform.position = ground[i].transform.position + new Vector3(0,0, -groundMoveSpeed * Time.deltaTime);
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}
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//uj ground letrehozas
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if(ground[ground.Length-1].transform.position.z <= 80){
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CreateNewGround();
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}
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//ellenorzi hogy torolheto e az object
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foreach (var item in ground){
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if(CheckGroundToDestroy(item)){
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Destroy(item);
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}
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}
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}
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private void CheckGroundToDestroy(){
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private void LoadPrefabs(string path){ //toltese be a palya objecteket a resources mappabol pl: "Prefabs/Modulok"
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loadFrom = Resources.LoadAll<GameObject>(path);
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}
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private bool CheckGroundToDestroy(GameObject toCheck){
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//z = -80 -nal lehet torolni
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if(ground[0].transform.position.z == 0){
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if(toCheck.transform.position.z <= -80){
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Debug.Log("elerte " + toCheck.name);
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return true; //torolheto
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}
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return false; //nem torolheto
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}
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private void OrderGroundArrayByZ(){
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GameObject csere;
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for (int i = 0; i < ground.Length; i++){
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for(int j = 0; j < i; j++){
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if(ground[j].transform.position.z > ground[j+1].transform.position.z){
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csere = ground[j];
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ground[j] = ground[j+1];
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ground[j+1] = csere;
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}
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}
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}
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}
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private void CreateNewGround(){
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int random = UnityEngine.Random.Range(0, loadFrom.Length);
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//ketto modullal elobb tolt be, annak az iranyanak megfeleloen, +80 a ket modull hossza
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Instantiate(loadFrom[random], new Vector3(0,0, ground[ground.Length-2].transform.position.z + 80), ground[ground.Length-2].transform.rotation);
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}
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Reference in New Issue
Block a user