private void GenerateLine(float x, float z, int length, float spacing)
    {
        Vector2 direction = new Vector2(x, z) - scrLandscape.Instance.GetCentre();

        direction.Normalize();

        float bend = Random.Range(-0.2f, 0.2f);          // Amount the direction bends per orb.

        // Make sure it is possible to produce the length of string required.
        if (length > pool.Remaining)
        {
            // There aren't enough orbs available for a string, so cease creation.
            if (pool.Remaining < LENGTH_MIN)
            {
                return;
            }

            length = pool.Remaining;
        }

        Vector2     position = new Vector2(x, z);
        scrLightOrb previous = null;

        for (int i = 0; i < length; ++i)
        {
            // Create an orb.
            scrLightOrb current = (scrLightOrb)pool.Create(position.x, position.y, i, length);

            // Link the orb to the previous orb.
            current.SetInitialLink(previous);

            // Prepare for the next orb.
            previous = current;

            // Move to the next position.
            position += direction * spacing;

            // Bend in the direction perpendicular to the current direction.
            Vector2 perp = new Vector2(-direction.y, direction.x);
            direction += perp * bend;
            direction.Normalize();
        }
    }
Ejemplo n.º 2
0
    // ---- scrGenerator ----

    protected override void Generate()
    {
        if (PlayerController.Instance.LightScore == 0)
        {
            return;                                                     // Do not generate if player has no light.
        }
        // Check for a free position.
        Vector2 position;

        if (GetFreePosition(out position))
        {
            // Choose an powerup to generate.
            scrPowerup.Powerup effect = (scrPowerup.Powerup)Random.Range(0, 4);

            // Generate the powerup.
            scrPoolable powerup = pool.Create(position.x, position.y, effect);
        }

        distanceRequired = Mathf.Max(DISTANCE_MAX - DISTANCE_REDUCTION_PER_LIGHT * PlayerController.Instance.LightScore, DISTANCE_MIN);                 // Reduce the distance required by the amount of light the player has.
    }