Files
PuzzleColorBall/Assets/Scripts/GroundController.cs
2023-05-13 15:30:19 +02:00

220 lines
6.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GroundController : MonoBehaviour
{
private GameObject[] ground;
public GameObject[] loadFrom;
public GameObject[] sideObjects;
public GameObject[] sideObjectsSpawned;
public Material[] materials;
public int materialIndex = 0;
public float groundMoveSpeed = 10f;
private Vector3 lastSideObjectPos = new Vector3(0, 0, 0);
//private CollectibleSpawner cs;
private void Awake()
{
//cs = FindObjectOfType<CollectibleSpawner>();
//Loading modules
loadFrom = LoadPrefabs("Prefabs/Modulok");
sideObjects = LoadPrefabs("Prefabs/WorldObjects/World1/");
Debug.Log("loadFrom length: " + loadFrom.Length);
Debug.Log("sideObjects Length: " + sideObjects.Length);
//getting all of the ground objects by the tag
ground = GameObject.FindGameObjectsWithTag("Ground");
if (ground.Length == 0)
{
Debug.Log("Nem talalt ground objectet");
}
else
{
Debug.Log("ground length: " + ground.Length);
}
}
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);
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 < 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)
{
CreateNewGround();
for (int k = 0; k < 3; k++)
{
CreateNewSideObjects(false);
CreateNewSideObjects(true);
}
ground = GameObject.FindGameObjectsWithTag("Ground");
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);
}
}*/
Transform[] lanes = new Transform[3];
lanes[0] = ground[i].transform.Find("Lane1");
lanes[1] = ground[i].transform.Find("Lane2");
lanes[2] = ground[i].transform.Find("Lane3");
foreach (var item in lanes)
{
item.GetComponent<MeshRenderer>().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)){
Destroy(item);
}
}*/
//cs.SpawnCoin();
}
private GameObject[] LoadPrefabs(string path)
{ //toltese be a palya objecteket a resources mappabol pl: "Prefabs/Modulok"
GameObject[] arr = Resources.LoadAll<GameObject>(path);
return arr;
}
private void CreateNewSideObjects(bool isLeftSide)
{
List<GameObject> side = new List<GameObject>(); //eltarolja egy oldal sideObjectjeit, hogy a jo oldalhoz nezze a kovetkezo elemet;
foreach (var item in sideObjectsSpawned)
{
if (item.transform.position.x < 0 && isLeftSide)
{
side.Add(item); //ball oldal
}
else
{
side.Add(item); //jobb oldal
}
}
int random = UnityEngine.Random.Range(0, sideObjects.Length);
random = 0; //csak debug
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()
{
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)
{
//z = -80 -nal lehet torolni
if (toCheck.transform.position.z <= -80)
{
Debug.Log("elerte " + toCheck.name);
return true; //torolheto
}
return false; //nem torolheto
}
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)
{
csere = array[j];
array[j] = array[j + 1];
array[j + 1] = csere;
}
}
}
}
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);
}
}