Files
2026-01-27 13:13:48 +03:00

118 lines
4.3 KiB
C#

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