void getFloorTypeByChallengeManager() { floorTypeData = ChallengeManager.current.refreshFloorType(); /*FloorTypeData data = ChallengeManager.current.refreshFloorType(); * remainingFloorCount = data.floorCount; * coinCount = data.coinCount; * coinRemain = Random.Range(coinCount, remainingFloorCount); * floorTurningAngle = data.floorTurningAngle; * obstacleCount = data.obstacleCount; * obstacleCountRemain = Random.Range(obstacleCount, remainingFloorCount);*/ }
// Use this for initialization void Start() { current = this; GameManager.current.state = GameManager.GameState.AssembleTrack; floorMeshes = new FloorMesh[floorMeshCount]; for (int a = 0; a != floorMeshCount; ++a) { GameObject floorObject = (GameObject)Instantiate <GameObject>(floorMeshPrefab); floorObject.transform.position = Vector3.zero; floorMeshes[a] = floorObject.GetComponent <FloorMesh>(); floorMeshes[a].width = width; floorMeshes[a].length = length; floorMeshes[a].index = a; floorMeshes[a].coinIndex = -1; floorObject.transform.parent = transform; } floorTypeData = new FloorTypeData(); floorTypeData.floorCount = initialStraightLength; floorTypeData.floorTurningAngle = 0; obstacleCount = 0; obstacleCountRemain = 0; floorMeshes[0].prevPos1 = new Vector3(0, 0, 0); floorMeshes[0].prevPos2 = new Vector3(5, 0, 0); floorMeshes[0].dir = (new Vector3(0, -0.05f, 0.9f)).normalized; floorMeshes[0].prevDir = Vector3.forward; floorMeshes[0].makeMesh(); startIndex = 1; endIndex = 0; for (int a = 1; a != floorMeshCount; ++a) { /*remainingFloorCount--; * if (remainingFloorCount <= 0) * getFloorTypeByChallengeManager();//refreshFloorType(); * floorMeshes[a].prevDir = floorMeshes[a - 1].dir; * floorMeshes[a].dir = Quaternion.Euler(0, floorTurningAngle, 0) * floorMeshes[a].prevDir; * floorMeshes[a].prevPos1 = floorMeshes[a - 1].endPos1; * floorMeshes[a].prevPos2 = floorMeshes[a - 1].endPos2; * floorMeshes[a].makeMesh(); * * coinRemain--; * if(coinRemain>=0 && coinRemain < coinCount) * CoinGenerator.current.putCoin(a);*/ makeFloorByType(); } }