Esempio n. 1
0
    private void GenerateLevel()
    {
        // Place the first platform
        float[] firstPlatformPositions = Rules.AllOfType("Little Layer");
        int     randomPick1            = Random.Range(0, firstPlatformPositions.Length);
        float   firstPlatformPosition  = firstPlatformPositions[randomPick1];

        GameObject firstPlatform = Instantiate(zonePrefab, new Vector3(0, firstPlatformPosition, 0), Quaternion.identity);

        firstPlatform.AddComponent <LockableZone>().layer = Rules.PlatformName("Little Layer", firstPlatformPosition);
        firstPlatform.name = "Lockable Zone";
        generatedZones.Add(firstPlatform);


        // Place second lot of platforms.
        int          numberOfPlatformsToGenerate = Random.Range(2, 3);
        List <float> secondPlatformsPositions    = new List <float>(Rules.Options("Little Layer", firstPlatform.GetComponent <Zone>().layer));
        Vector3      newPosition;

        bool thresholdMade = false;

        for (int i = 0; i < numberOfPlatformsToGenerate; i++)
        {
            int randomPick2 = Random.Range(0, secondPlatformsPositions.Count);

            newPosition.x = firstPlatform.transform.position.x + firstPlatform.transform.lossyScale.x + PlayerMetrics.staticJumpDistance;
            newPosition.y = secondPlatformsPositions[randomPick2];
            newPosition.z = firstPlatform.transform.position.z;

            GameObject layerTwoPlatform = Instantiate(zonePrefab, newPosition, Quaternion.identity);

            if (!thresholdMade)
            {
                layerTwoPlatform.AddComponent <ThresholdZone>().layer = Rules.PlatformName("Big Layer", secondPlatformsPositions[randomPick2]);
                layerTwoPlatform.name = "Threshold Zone";
                thresholdMade         = true;
            }
            else
            {
                layerTwoPlatform.AddComponent <Zone>().layer = Rules.PlatformName("Big Layer", secondPlatformsPositions[randomPick2]);
            }



            secondPlatformsPositions.RemoveAt(randomPick2);
            generatedZones.Add(layerTwoPlatform);
            previousPlatforms.Add(layerTwoPlatform);
        }


        // Place third layer
        List <GameObject> thirdLayerPlatforms = ThirdLayer();


        // Place the final platform
        int randomPick4 = Random.Range(0, thirdLayerPlatforms.Count);
        // Debug.Log("Number of third layer platforms " + thirdLayerPlatforms.Count);
        // Debug.Log("Random Pick value: " + randomPick4);


        GameObject   thirdLayerPlatformToGenerateFrom = thirdLayerPlatforms[randomPick4];
        List <float> fourthPlatformsPositions         = new List <float>(Rules.Options("Little Layer", thirdLayerPlatformToGenerateFrom.GetComponent <Zone>().layer));

        int randomHeight = Random.Range(0, fourthPlatformsPositions.Count);

        newPosition.x = thirdLayerPlatformToGenerateFrom.transform.position.x + thirdLayerPlatformToGenerateFrom.transform.lossyScale.x + PlayerMetrics.staticJumpDistance;
        newPosition.y = fourthPlatformsPositions[randomHeight];
        newPosition.z = thirdLayerPlatformToGenerateFrom.transform.position.z;

        GameObject layerFourPlatform = Instantiate(zonePrefab, newPosition, Quaternion.identity);

        layerFourPlatform.name = "Reward Zone";
        layerFourPlatform.AddComponent <RewardZone>().layer = Rules.PlatformName("Big Layer", fourthPlatformsPositions[randomHeight]);

        generatedZones.Add(layerFourPlatform);
    }