Files
PGiZ4/Assets/Code/Gameplay/Level/LevelBuilder.cs
T

165 lines
5.9 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace Code.Gameplay.Level
{
public class LevelBuilder : MonoBehaviour
{
[Header("Tile Settings")] [SerializeField]
private GameObject[] tilePrefabs;
[SerializeField] private float tileLength = 6f;
[SerializeField] private int numberOfTiles = 20;
[SerializeField] private Transform playerTransform;
[Header("Environment Settings")] [SerializeField]
private GameObject[] treePrefabs;
[SerializeField] private float sideOffset = 10f;
[SerializeField] private float treeRandomSpread = 2f;
[Header("Obstacles Settings")] [SerializeField]
private GameObject[] lowObstacles;
[SerializeField] private GameObject[] highObstacles;
[SerializeField] private GameObject[] movingLowObstacles;
[SerializeField] private GameObject[] movingHighObstacles;
[SerializeField] private GameObject[] sideObstacles;
[Range(0, 100)] [SerializeField] private int obstacleChance = 40;
[SerializeField] private float laneDistance = 5f;
[Header("Coins Settings")]
[SerializeField] private GameObject coinPrefab;
[Range(0, 100)] [SerializeField] private int coinChance = 50;
[Header("Bonus Settings")]
[SerializeField] private GameObject bonusX2Prefab;
[Range(0, 100)] [SerializeField] private int bonusChance = 10;
private readonly List<GameObject> _activeTiles = new();
private readonly List<GameObject> _activeEnvironment = new();
private float _spawnZ;
private void Start()
{
for (var i = 0; i < numberOfTiles; i++)
{
SpawnTile(i < 10 ? 0 : Random.Range(0, tilePrefabs.Length), i >= 10);
}
}
private void Update()
{
if (playerTransform.position.z - 35 > _spawnZ - numberOfTiles * tileLength)
{
SpawnTile(Random.Range(0, tilePrefabs.Length), true);
DeleteTile();
}
}
private void SpawnTile(int tileIndex, bool spawnItems)
{
var tile = Instantiate(tilePrefabs[tileIndex], transform.forward * _spawnZ, transform.rotation);
_activeTiles.Add(tile);
SpawnEnvironment(_spawnZ);
if (spawnItems)
{
var occupiedLane = SpawnObstacle(_spawnZ);
SpawnCoins(_spawnZ, occupiedLane);
}
_spawnZ += tileLength;
}
private int SpawnObstacle(float zPos)
{
if (Random.Range(0, 100) > obstacleChance) return -2;
var lane = Random.Range(-1, 2);
var spawnPos = new Vector3(lane * laneDistance, 0, zPos);
var type = Random.Range(0, 5);
var prefab = type switch
{
0 => GetRandom(lowObstacles),
1 => GetRandom(highObstacles),
2 => GetRandom(movingLowObstacles),
3 => GetRandom(movingHighObstacles),
4 => GetRandom(sideObstacles),
_ => null
};
if (prefab)
{
var obs = Instantiate(prefab, spawnPos, Quaternion.Euler(0, 180, 0));
obs.transform.SetParent(_activeTiles[^1].transform);
}
return lane;
}
private void SpawnCoins(float zPos, int occupiedLane)
{
if (Random.Range(0, 100) > coinChance) return;
var coinLane = Random.Range(-1, 2);
if (coinLane == occupiedLane)
{
coinLane = (coinLane + 1 > 1) ? -1 : coinLane + 1;
if (coinLane == occupiedLane) coinLane = (coinLane + 1 > 1) ? -1 : coinLane + 1;
}
var shouldSpawnBonus = Random.Range(0, 100) < bonusChance;
if (shouldSpawnBonus && bonusX2Prefab)
{
var spawnPos = new Vector3(coinLane * laneDistance, 1f, zPos + tileLength / 2f);
var bonus = Instantiate(bonusX2Prefab, spawnPos, Quaternion.identity);
bonus.transform.SetParent(_activeTiles[^1].transform);
}
else if (coinPrefab)
{
for (var i = 0; i < 2; i++)
{
var spawnPos = new Vector3(coinLane * laneDistance, 1f, zPos + (i * 2f));
var coin = Instantiate(coinPrefab, spawnPos, Quaternion.identity);
coin.transform.SetParent(_activeTiles[^1].transform);
}
}
}
private static GameObject GetRandom(GameObject[] array)
{
return array.Length > 0 ? array[Random.Range(0, array.Length)] : null;
}
private void SpawnEnvironment(float zPos)
{
var envContainer = new GameObject("EnvGroup_" + zPos);
envContainer.transform.SetParent(transform);
CreateTree(-sideOffset, zPos, envContainer.transform);
CreateTree(sideOffset, zPos, envContainer.transform);
_activeEnvironment.Add(envContainer);
}
private void CreateTree(float xOffset, float zPos, Transform parent)
{
if (treePrefabs.Length == 0) return;
var spawnPos = new Vector3(xOffset + Random.Range(-treeRandomSpread, treeRandomSpread), 0,
zPos + Random.Range(-treeRandomSpread, treeRandomSpread));
var tree = Instantiate(treePrefabs[Random.Range(0, treePrefabs.Length)], spawnPos,
Quaternion.Euler(0, Random.Range(0, 360), 0));
tree.transform.SetParent(parent);
}
private void DeleteTile()
{
Destroy(_activeTiles[0]);
_activeTiles.RemoveAt(0);
Destroy(_activeEnvironment[0]);
_activeEnvironment.RemoveAt(0);
}
}
}