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m_Enabled: 1 + m_Enabled: 0 m_Radius: 1.7212968 m_Height: 6.3698125 m_Direction: 1 diff --git a/Assets/Scripts/GroundController.cs b/Assets/Scripts/GroundController.cs index 353b09c..5c79b20 100644 --- a/Assets/Scripts/GroundController.cs +++ b/Assets/Scripts/GroundController.cs @@ -11,11 +11,12 @@ public class GroundController : MonoBehaviour public Material[] materials; public int materialIndex = 0; public float groundMoveSpeed = 10f; - private Vector3 lastSideObjectPos = new Vector3(0,0,0); + private Vector3 lastSideObjectPos = new Vector3(0, 0, 0); //private CollectibleSpawner cs; - private void Awake() { + private void Awake() + { //cs = FindObjectOfType(); //Loading modules @@ -26,40 +27,56 @@ public class GroundController : MonoBehaviour //getting all of the ground objects by the tag ground = GameObject.FindGameObjectsWithTag("Ground"); - if(ground.Length == 0){ + if (ground.Length == 0) + { Debug.Log("Nem talalt ground objectet"); - }else{ + } + else + { Debug.Log("ground length: " + ground.Length); } } - private void Update() { + private void Move(GameObject move) + { + move.transform.position = move.transform.position + new Vector3(0, 0, -groundMoveSpeed * Time.deltaTime); + } + + private void Update() + { ground = GameObject.FindGameObjectsWithTag("Ground"); //torles miatt ujra le kell kerni a ground objecteket sideObjectsSpawned = GameObject.FindGameObjectsWithTag("SideObject"); OrderArrayByZ(ground); //rendezzuk z szerint a talajt - OrderArrayByZ(sideObjectsSpawned); + OrderArrayByZ(sideObjectsSpawned); - if(sideObjectsSpawned.Length > 0){ - lastSideObjectPos = sideObjectsSpawned[sideObjectsSpawned.Length-1].transform.position; + for (int i = 0; i < ground.Length; i++) + { //ground objecteket mozgatja + //ground[i].transform.position = ground[i].transform.position + new Vector3(0,0, -groundMoveSpeed * Time.deltaTime); + Move(ground[i]); } - for (int i = 0; i < ground.Length; i++){ //ground objecteket mozgatja - ground[i].transform.position = ground[i].transform.position + new Vector3(0,0, -groundMoveSpeed * Time.deltaTime); - } - - for(int i = 0; i < sideObjectsSpawned.Length; i++){ - sideObjectsSpawned[i].transform.position = sideObjectsSpawned[i].transform.position + new Vector3(0,0, -groundMoveSpeed * Time.deltaTime); - } + for (int i = 0; i < sideObjectsSpawned.Length; i++) + { + //sideObjectsSpawned[i].transform.position = sideObjectsSpawned[i].transform.position + new Vector3(0,0, -groundMoveSpeed * Time.deltaTime); + Move(sideObjectsSpawned[i]); + } //uj ground letrehozas - if(ground[ground.Length-1].transform.position.z <= 120){ + if (ground[ground.Length - 1].transform.position.z <= 120) + { CreateNewGround(); - CreateNewSideObjects(false); - + + for (int k = 0; k < 3; k++) + { + CreateNewSideObjects(false); + CreateNewSideObjects(true); + } + ground = GameObject.FindGameObjectsWithTag("Ground"); - for(int i = 0; i < ground.Length; i++){ + for (int i = 0; i < ground.Length; i++) + { /*foreach (GameObject child in ground[i].transform){ if (child.name == "Lane1" || child.name == "Lane2" || child.name == "Lane3"){ Debug.Log(child.name + " " + transform.gameObject.name); @@ -70,13 +87,13 @@ public class GroundController : MonoBehaviour lanes[1] = ground[i].transform.Find("Lane2"); lanes[2] = ground[i].transform.Find("Lane3"); - foreach(var item in lanes){ + foreach (var item in lanes) + { item.GetComponent().material = materials[materialIndex]; } + } + } - } - } - //ellenorzi hogy torolheto e az object || mar nem szukseges mert van egy trigger box /*foreach (var item in ground){ if(CheckGroundToDestroy(item)){ @@ -87,36 +104,89 @@ public class GroundController : MonoBehaviour //cs.SpawnCoin(); } - private GameObject[] LoadPrefabs(string path){ //toltese be a palya objecteket a resources mappabol pl: "Prefabs/Modulok" + private GameObject[] LoadPrefabs(string path) + { //toltese be a palya objecteket a resources mappabol pl: "Prefabs/Modulok" GameObject[] arr = Resources.LoadAll(path); return arr; } - private void CreateNewSideObjects(bool isLeftSide){ - int random = UnityEngine.Random.Range(0, sideObjects.Length); + private void CreateNewSideObjects(bool isLeftSide) + { + List side = new List(); //eltarolja egy oldal sideObjectjeit, hogy a jo oldalhoz nezze a kovetkezo elemet; - GameObject inst = sideObjects[random]; - Vector3 pos = new Vector3(0,0,0); - - if(inst.name == "haz1" && !isLeftSide){ - pos = new Vector3(4,0,0); //check pos in editor TODO!! - }else if(inst.name == "haz2"){ - pos = new Vector3(9,0,0); + foreach (var item in sideObjectsSpawned) + { + if (item.transform.position.x < 0 && isLeftSide) + { + side.Add(item); //ball oldal + } + else + { + side.Add(item); //jobb oldal + } } - if(isLeftSide) pos.x = -pos.x; + int random = UnityEngine.Random.Range(0, sideObjects.Length); + random = 0; //csak debug - Instantiate(inst, lastSideObjectPos + pos, ground[0].transform.rotation); + GameObject inst = sideObjects[random]; + + //remake to get width + Vector3 offset = new Vector3(0, 0, 10f); + + if (sideObjectsSpawned.Length > 0) + { + if (sideObjectsSpawned[sideObjectsSpawned.Length - 1].gameObject.name.Contains("haz1")) //haz1Clone + offset = new Vector3(0, 0, 10f); //TODO adjust + else if (sideObjectsSpawned[sideObjectsSpawned.Length - 1].gameObject.name.Contains("haz2")) + offset = new Vector3(0, 0, 20f); //TODO adjust + } + // + + Vector3 pos = new Vector3(9f, 0, 0); + + if (sideObjectsSpawned.Length > 0) + pos = sideObjectsSpawned[sideObjectsSpawned.Length - 1].transform.position + offset; + else + pos = pos + offset; + + if (isLeftSide) pos.x = -pos.x; + + Instantiate(inst, pos, inst.transform.rotation); + + sideObjectsSpawned = GameObject.FindGameObjectsWithTag("SideObject"); + OrderArrayByZ(sideObjectsSpawned); } - public void changeMaterialIndex(){ - + public void changeMaterialIndex() + { + int materialteszt; + bool teszteljtovabb = true; + + while (teszteljtovabb == true) + { + materialteszt = UnityEngine.Random.Range(0, materials.Length); + Debug.Log(materialteszt); + if (materialteszt == materialIndex) + { + + } + else + { + materialIndex = materialteszt; + teszteljtovabb = false; + } + } + + teszteljtovabb = true; } - private bool CheckGroundToDestroy(GameObject toCheck){ + private bool CheckGroundToDestroy(GameObject toCheck) + { //z = -80 -nal lehet torolni - if(toCheck.transform.position.z <= -80){ + if (toCheck.transform.position.z <= -80) + { Debug.Log("elerte " + toCheck.name); return true; //torolheto } @@ -124,22 +194,27 @@ public class GroundController : MonoBehaviour return false; //nem torolheto } - private void OrderArrayByZ(GameObject[] array){ + private void OrderArrayByZ(GameObject[] array) + { GameObject csere; - for (int i = 0; i < array.Length; i++){ - for(int j = 0; j < i; j++){ - if(array[j].transform.position.z > array[j+1].transform.position.z){ + for (int i = 0; i < array.Length; i++) + { + for (int j = 0; j < i; j++) + { + if (array[j].transform.position.z > array[j + 1].transform.position.z) + { csere = array[j]; - array[j] = array[j+1]; - array[j+1] = csere; + array[j] = array[j + 1]; + array[j + 1] = csere; } } } } - private void CreateNewGround(){ + private void CreateNewGround() + { int random = UnityEngine.Random.Range(0, loadFrom.Length); //egy modullal elobb tolt be, annak az iranyanak megfeleloen, +80 a ket modul hossza - Instantiate(loadFrom[random], new Vector3(0,0, ground[ground.Length-1].transform.position.z + 40), ground[ground.Length-1].transform.rotation); + Instantiate(loadFrom[random], new Vector3(0, 0, ground[ground.Length - 1].transform.position.z + 40), ground[ground.Length - 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