123 lines
4.3 KiB
C#
123 lines
4.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class GroundController : MonoBehaviour
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{
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private GameObject[] ground;
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public GameObject[] loadFrom;
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public GameObject[] sideObjects;
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public GameObject[] sideObjectsSpawned;
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public Material[] materials;
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public int materialIndex = 0;
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public float groundMoveSpeed = 10f;
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private Vector3 lastSideObjectPos = new Vector3(0,0,0);
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//private CollectibleSpawner cs;
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private void Awake() {
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//cs = FindObjectOfType<CollectibleSpawner>();
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//Loading modules
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loadFrom = LoadPrefabs("Prefabs/Modulok");
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sideObjects = LoadPrefabs("Prefabs/World Objects/World 1");
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Debug.Log("loadFrom length: " + loadFrom.Length);
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Debug.Log("sideObjects Length: " + sideObjects.Length);
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//getting all of the ground objects by the tag
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ground = GameObject.FindGameObjectsWithTag("Ground");
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if(ground.Length == 0){
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Debug.Log("Nem talalt ground objectet");
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}else{
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Debug.Log("ground length: " + ground.Length);
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}
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}
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private void Update() {
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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 <= 120){
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CreateNewGround();
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CreateNewSideObjects();
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ground = GameObject.FindGameObjectsWithTag("Ground");
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for(int i = 0; i < ground.Length; i++){
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/*foreach (GameObject child in ground[i].transform){
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if (child.name == "Lane1" || child.name == "Lane2" || child.name == "Lane3"){
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Debug.Log(child.name + " " + transform.gameObject.name);
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}
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}*/
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Transform[] lanes = new Transform[3];
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lanes[0] = ground[i].transform.Find("Lane1");
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lanes[1] = ground[i].transform.Find("Lane2");
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lanes[2] = ground[i].transform.Find("Lane3");
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foreach(var item in lanes){
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item.GetComponent<MeshRenderer>().material = materials[materialIndex];
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}
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}
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}
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//ellenorzi hogy torolheto e az object || mar nem szukseges mert van egy trigger box
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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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//cs.SpawnCoin();
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}
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private GameObject[] LoadPrefabs(string path){ //toltese be a palya objecteket a resources mappabol pl: "Prefabs/Modulok"
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GameObject[] arr = Resources.LoadAll<GameObject>(path);
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return arr;
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}
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private void CreateNewSideObjects(){
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int random = UnityEngine.Random.Range(0, sideObjects.Length);
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Instantiate(sideObjects[random], lastSideObjectPos + new Vector3(0,0,20), ground[0].transform.rotation);
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}
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public void changeMaterialIndex(){
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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(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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//egy modullal elobb tolt be, annak az iranyanak megfeleloen, +80 a ket modul hossza
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Instantiate(loadFrom[random], new Vector3(0,0, ground[ground.Length-1].transform.position.z + 40), ground[ground.Length-1].transform.rotation);
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}
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} |