random road generation
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@@ -0,0 +1,118 @@
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using System.Collections.Generic;
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using UnityEngine;
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namespace Code.Track
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{
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public class TrackBuilder : MonoBehaviour
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{
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[SerializeField] private GameObject roadTilePrefab;
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[SerializeField] private float roadWidth = 8f;
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[SerializeField] private GameObject leftBarrierPrefab;
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[SerializeField] private GameObject rightBarrierPrefab;
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[SerializeField] private float barrierSpacing = 2f;
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[SerializeField] private GameObject mountainPrefab;
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[SerializeField] private float mountainSpacing = 10f;
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[SerializeField] private float mountainOffsetFromRoad = 10f;
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[SerializeField] [Range(1f, 100f)] private float mountainMinDistance = 30f;
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[SerializeField] [Range(1f, 3f)] private float mountainScaleMin = 1f;
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[SerializeField] [Range(1f, 3f)] private float mountainScaleMax = 2f;
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private readonly List<GameObject> _spawned = new();
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public void Build(TrackData data)
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{
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Clear();
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if (data?.Waypoints == null || data.Waypoints.Count < 2) return;
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BuildRoadAndBarriers(data);
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BuildMountains(data);
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}
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private void BuildRoadAndBarriers(TrackData data)
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{
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var points = data.Waypoints;
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for (var i = 0; i < points.Count - 1; i++)
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{
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var a = points[i];
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var b = points[i + 1];
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var delta = b - a;
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if (delta.sqrMagnitude < 0.01f) continue;
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var forward = delta.normalized;
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var right = Vector3.Cross(Vector3.up, forward);
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var length = delta.magnitude;
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var roadPos = (a + b) / 2f;
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var roadRot = Quaternion.LookRotation(forward, Vector3.up);
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var road = Instantiate(roadTilePrefab, roadPos, roadRot, transform);
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road.transform.localScale = new Vector3(roadWidth, 1f, length);
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_spawned.Add(road);
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var fenceSegments = Mathf.Max(1, Mathf.CeilToInt(length / barrierSpacing));
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for (var j = 0; j <= fenceSegments; j++)
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{
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var t = j / (float)fenceSegments;
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var pos = Vector3.Lerp(a, b, t);
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var leftPos = pos - right * (roadWidth * 0.5f + 0.5f);
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var rightPos = pos + right * (roadWidth * 0.5f + 0.5f);
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Instantiate(leftBarrierPrefab, leftPos, roadRot, transform);
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Instantiate(rightBarrierPrefab, rightPos, roadRot, transform);
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}
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}
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}
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private void BuildMountains(TrackData data)
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{
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if (mountainPrefab == null || data.Waypoints.Count < 2) return;
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var spacing = Mathf.Max(1f, mountainMinDistance);
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for (var i = 0; i < data.Waypoints.Count - 1; i++)
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{
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var a = data.Waypoints[i];
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var b = data.Waypoints[i + 1];
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var delta = b - a;
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if (delta.sqrMagnitude < 0.01f) continue;
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var forward = delta.normalized;
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var right = Vector3.Cross(Vector3.up, forward);
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var segmentLength = delta.magnitude;
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var mountainCountOnSegment = Mathf.Max(1, Mathf.RoundToInt(segmentLength / spacing));
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for (var j = 0; j < mountainCountOnSegment; j++)
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{
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var t = (j + 0.5f) / mountainCountOnSegment;
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if (t > 1f) t = 1f;
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var posOnSegment = Vector3.Lerp(a, b, t);
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var useLeft = j % 2 == 0;
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var outwardDir = useLeft ? -right : right;
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var mountainPos = posOnSegment + outwardDir * (roadWidth * 0.5f + mountainOffsetFromRoad);
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mountainPos.y = 0f;
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var mountainRot = Quaternion.LookRotation(forward, Vector3.up);
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var mountain = Instantiate(mountainPrefab, mountainPos, mountainRot, transform);
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var scale = Random.Range(mountainScaleMin, mountainScaleMax);
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mountain.transform.localScale = Vector3.one * scale;
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_spawned.Add(mountain);
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}
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}
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}
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private void Clear()
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{
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foreach (var obj in _spawned) Destroy(obj);
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_spawned.Clear();
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}
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}
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}
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