// Update is called once per frame void Update() { if (transform.position.x < generationPoint.position.x) { // Generating Upper platforms if (Random.Range(0f, 100f) < upPlatformThreshold) { distanceBetween = Random.Range(distanceBetweenMin, distanceBetweenMax); platformSelector = Random.Range(0, theObjectPools.Length); heightChange = transform.position.y + Random.Range(maxHeightChange, -maxHeightChange); if (heightChange > maxHeight) { heightChange = maxHeight; } if (heightChange < minHeight) { heightChange = minHeight; } float finalHeightChange = 0.0f; while ((Physics2D.OverlapArea(new Vector2(transform.position.x + distanceBetween - 0.5f, heightChange + finalHeightChange + 0.5f), new Vector2(transform.position.x + platformWidths[platformSelector] + 0.5f, heightChange + finalHeightChange - 0.5f)))) { finalHeightChange += 0.5f; } transform.position = new Vector3(transform.position.x + (platformWidths [platformSelector] / 2) + distanceBetween, heightChange + finalHeightChange, transform.position.z); GameObject newPlatform = theObjectPools [platformSelector].GetPooledObject(); newPlatform.transform.position = transform.position; newPlatform.transform.rotation = transform.rotation; newPlatform.SetActive(true); if ((Random.Range(1, 100) < 15) && (heightChange + finalHeightChange >= maxHeight)) { theCoinGenerator.SpawnHeart(new Vector3(transform.position.x + (platformWidths[platformSelector] / 2) + 4f, transform.position.y + 1.5f, transform.position.z)); } // Select which game object to spawn on ground switch (Random.Range(2, 3)) { // Enemy kill box case 1: theEnemyGenerator.spawnEnemy(new Vector3(transform.position.x, transform.position.y + 0.5f, transform.position.z), false); break; // Coins case 2: float coinCountNumber = Random.Range(2, 5); // if(!(Physics2D.OverlapArea(new Vector2(transform.position.x + distanceBetween - 0.5f, heightChange + finalHeightChange + 0.5f), new Vector2(transform.position.x + platformWidths[platformSelector]+0.5f, heightChange +finalHeightChange - 0.5f)))) // theCoinGenerator.SpawnCoins (coinCountNumber, new Vector3 (transform.position.x, transform.position.y + 1.0f, transform.position.z)); break; // Obstacles case 3: theObstacleGenerator.spawnObstacle(new Vector3(transform.position.x, transform.position.y + 0.5f, transform.position.z)); break; } // New Platform position transform.position = new Vector3(transform.position.x + Random.Range(2f, 30f), transform.position.y, transform.position.z); } } }
void Update() { if (transform.position.x < generationPoint.position.x) { float gap = 0; if (Random.Range(0f, 100f) < platformGapThreshold) { gap = Random.Range(1f, 5f); } // Generating Constant Ground transform.position = new Vector3(transform.position.x + 5 + gap, transform.position.y, transform.position.z); GameObject constantPlatform = theConstantPlatformPool.GetPooledObject(); constantPlatform.transform.position = transform.position; constantPlatform.transform.rotation = transform.rotation; constantPlatform.SetActive(true); // Select which game object to spawn on ground switch (Random.Range(1, 6)) { //Fruits case 1: fruitCount++; if (fruitCount <= 2) { float randomHeight = Random.Range(1f, 6f); theFruitGenerator.SpawnCoins(Random.Range(2, 6), new Vector3(transform.position.x, transform.position.y + randomHeight, transform.position.z)); } else { fruitCount = 0; } break; // Enemy kill box case 2: enemyCount++; if (enemyCount <= 2) { theEnemyGenerator.spawnEnemy(new Vector3(transform.position.x, transform.position.y + 0.5f, transform.position.z), thePowerupManager.GetSafeMode()); } else { enemyCount = 0; } break; // Obstacles case 3: obstacleCount++; if (obstacleCount <= 2) { theObstacleGenerator.spawnObstacle(new Vector3(transform.position.x, transform.position.y + 0.5f, transform.position.z)); } else { obstacleCount = 0; } break; // Powerups case 4: powerupCount++; if (powerupCount <= 2) { GameObject newPowerup = powerupPool.GetPooledObject(); newPowerup.transform.position = transform.position + new Vector3(transform.position.x, Random.Range(1f, powerupHeight), 0f); //float finalMaxHeight = 0.0f; if (!(Physics2D.OverlapArea(new Vector2(newPowerup.transform.position.x - 0.5f, newPowerup.transform.position.y + 0.5f), new Vector2(newPowerup.transform.position.x + 0.5f, newPowerup.transform.position.y + 0.5f)))) { newPowerup.SetActive(true); } } else { powerupCount = 0; } break; } } }