void Update() { if (transform.position.x < groundPoint.position.x) { int random = Random.Range(0, groundPoolers.Length); float distance = groundWidths[random] / 2; float gap = Random.Range(minGap, maxGap); float height = Random.Range(minY, maxY); transform.position = new Vector3( transform.position.x + distance + gap, height, 0); GameObject ground = groundPoolers[random].getPooledGameObject(); ground.transform.position = new Vector3( transform.position.x, height, 0); ground.SetActive(true); coinGenerator.spawnCoins( transform.position, groundWidths[random]); transform.position = new Vector3( transform.position.x + distance, transform.position.y, 0); } }
// Update is called once per frame void Update() { if (transform.position.x < generationPoint.transform.position.x) { distanceBetween = Random.Range(distanceBetweenMin, distanceBetweenMax); platformSelector = Random.Range(0, theObjectPools.Length); heightChange = transform.position.y + Random.Range(maxHeightChange, -maxHeightChange); if (heightChange > maxHeight) { heightChange = maxHeight; } else if (heightChange < minHeight) { heightChange = minHeight; } //create powerup check if (Random.Range(0f, 100f) < powerupThreshold) { GameObject newPowerup = powerupPool.GetPooledObject(); newPowerup.transform.position = transform.position + new Vector3(distanceBetween / 2f, Random.Range(1f, powerupHeight), 0f); newPowerup.SetActive(true); } transform.position = new Vector3(transform.position.x + (platformWidths[platformSelector] / 2) + distanceBetween, heightChange, transform.position.z); //Instantiate (/*thePlatform*/ thePlatforms[platformSelector], transform.position, transform.rotation); GameObject newPlatform = theObjectPools[platformSelector].GetPooledObject(); newPlatform.transform.position = transform.position; newPlatform.transform.rotation = transform.rotation; newPlatform.SetActive(true); if (Random.Range(0f, 100f) < randomCoinThreshold) { theCoinGenerator.spawnCoins(new Vector3(transform.position.x, transform.position.y + 1f, transform.position.z)); } if (Random.Range(0f, 100f) < randomSpikeThreshold) { GameObject newSpike = spikePool.GetPooledObject(); float spikeXPosition = Random.Range(-platformWidths [platformSelector] / 2 + 1f, platformWidths [platformSelector] / 2 - 1f); Vector3 spikePosition = new Vector3(spikeXPosition, 0.5f, 0f); newSpike.transform.position = transform.position + spikePosition; newSpike.transform.rotation = transform.rotation; newSpike.SetActive(true); } transform.position = new Vector3(transform.position.x + (platformWidths[platformSelector] / 2), transform.position.y, transform.position.z); } }
// Update is called once per frame void Update() { if (transform.position.x < groundpt.position.x) { int rand = Random.Range(0, grndpooler.Length); float dist = groundWidths[rand] / 2; float gap = Random.Range(minGap, maxGap); float ht = Random.Range(MinY, MaxY); transform.position = new Vector3(transform.position.x + dist + gap, ht, -transform.position.z); GameObject ground = grndpooler[rand].getPoolObj(); ground.SetActive(true); ground.transform.position = transform.position; coingenerator.spawnCoins(transform.position, groundWidths[rand]); transform.position = new Vector3(transform.position.x + dist, transform.position.y, -transform.position.z); } }
// Update is called once per frame void Update() { if (transform.position.x < generationPoint.position.x) { //random num (min, max) distanceBetween = Random.Range(distanceBetweenMin, distanceBetweenMax); platformNum = Random.Range(0, objPool.Length); //height change heightChange = transform.position.y + Random.Range(maxHeightChange, -maxHeightChange); if (heightChange > maxHeight) { heightChange = maxHeight; } else if (heightChange < minHeight) { heightChange = minHeight; } transform.position = new Vector3(transform.position.x + (platformWidth[platformNum] / 2.0f) + distanceBetween, heightChange, transform.position.z); //creates an object at a point //Instantiate(platform[platformNum], transform.position, transform.rotation); GameObject obj = objPool[platformNum].getPooledObject(); obj.transform.position = transform.position; obj.transform.rotation = transform.rotation; obj.SetActive(true); //spawn coins if ((int)Random.Range(0, coinChance) == 1) { coinGenerator.spawnCoins(new Vector3(transform.position.x, transform.position.y + 1f, transform.position.z)); } transform.position = new Vector3(transform.position.x + (platformWidth[platformNum] / 2.0f), transform.position.y, transform.position.z); } }
// Update is called once per frame void Update() { if (transform.position.x < generationPoint.position.x) // this gameobject transform position compare to the generation gameobject position { //distanceBetween = Random.Range(distanceBetweenMin, distanceBetweenMax); if (ScoreManager.scoreCount < 1000) { PlatFormSelector = Random.Range(0, 3); } else if (ScoreManager.scoreCount > 1000 && ScoreManager.scoreCount < 4500) { PlatFormSelector = Random.Range(0, 4); ///theObjectPools.Length } else if (ScoreManager.scoreCount > 4500 && ScoreManager.scoreCount < 5000) { PlatFormSelector = Random.Range(0, 5); } else if (ScoreManager.scoreCount > 5000 && ScoreManager.scoreCount < 7000) { PlatFormSelector = Random.Range(0, 6); } else if (ScoreManager.scoreCount >= 7000) { PlatFormSelector = Random.Range(0, theObjectPools.Length); } //else //{ // Debug.Log("DIFFICULTY SPIKE"); // it works will implement later // PlatFormSelector = Random.Range(0, theObjectPools.Length); //} //heightChange = transform.position.y + Random.Range(maxHeightChange, -maxHeightChange); //else if (ScoreManager.scoreCount > 300) //{ // PlatFormSelector = Random.Range(0, 4); // Debug.Log("difficulty spiike"); // //difficultyPlat.transform.position = transform.position; // //difficultyPlat.transform.position = transform.position; // //difficultyPlat.SetActive(true); //} transform.position = new Vector3(transform.position.x + (PlatFormWidth[PlatFormSelector]) / 2 + distanceBetween, transform.position.y, transform.position.z); if (heightChange > maxHeight) { heightChange = maxHeight; } else if (heightChange < minHeight) { heightChange = minHeight; } // adding in width and the distance in between and not overlapping /// random platform of the amount in the platform arrays. // Instantiate(thePlatforms[PlatFormSelector], transform.position,transform.rotation); GameObject newPlatform = theObjectPools[PlatFormSelector].getPooledObject(); // call the pooling script with the getPooled to set them to active from the transform.position newPlatform.transform.position = transform.position; newPlatform.transform.rotation = transform.rotation; newPlatform.SetActive(true); //Debug.Log(ScoreManager.scoreCount); //GameObject difficultyPlat = theObjectPools[4].getPooledObject(); //difficultyPlat.transform.position = new Vector3(transform.position.x + (PlatFormWidth[PlatFormSelector]) / 2 + distanceBetween, transform.position.y, transform.position.z); //difficultyPlat.transform.rotation = newPlatform.transform.rotation; //difficultyPlat.SetActive(false); //if (ScoreManager.scoreCount> 300) //{ // PlatFormSelector = Random.Range(0, 4); // //difficultyPlat.transform.position = transform.position; // //difficultyPlat.transform.position = transform.position; // //difficultyPlat.SetActive(true); //} transform.position = new Vector3(transform.position.x + PlatFormWidth[PlatFormSelector] + distanceBetween, transform.position.y, transform.position.z); coingenerator.spawnCoins(new Vector3(transform.position.x + 10, transform.position.y + 1.8f, transform.position.z)); if(ScoreManager.scoreCount > ForEvery) // spawn power ups for every 650 score rate { ForEvery += 800; coingenerator.spawnPowerUp(new Vector3(transform.position.x + 10, transform.position.y + 1.8f, transform.position.z)); } if(ScoreManager.scoreCount > MagnetEvery) { //Debug.Log("MAGNET SPAWN"); MagnetEvery += Random.Range(100,1500); coingenerator.spawnMagnetUp(new Vector3(transform.position.x + 10, transform.position.y + 2f, transform.position.z)); } if (ScoreManager.scoreCount >WingEvery) { WingNewPosition = Random.Range(8f, 12f); if (Random.value >= 0.1) // 90% of getting the Wing for next above 500 score points { WingEvery += 300; coingenerator.spawnWingsUp(new Vector3(transform.position.x + WingNewPosition, transform.position.y - 1.5f, 2.16f)); } } //if (ScoreManager.scoreCount > ForRewinery) //{ // ForRewinery += 200; // coingenerator.spawnRewindUp(new Vector3(transform.position.x -5f, transform.position.y + 3f, 2.16f)); //} } }