示例#1
0
        public Queue <RoadPart> GenerateStartRoads()
        {
            if (conteiner != null)
            {
                return(roadParts);
            }
            float _startSpace = startSpace * 8;

            conteiner = new GameObject();
            roadParts = new Queue <RoadPart>();
            GameObject road = GameObject.FindObjectOfType <Road>().gameObject;

            conteiner.transform.SetParent(road.transform);
            conteiner.name = "RoadConteiner";
            for (int i = 0; i < 5; i++)
            {
                GameObject roadPart = GameObject.Instantiate(roadPartPref, conteiner.transform);
                roadPart.transform.localPosition = new Vector3(0, 0, _startSpace + (i * 8 * partLength) + i * partIntervalLength * 8);
                RoadPart rp = roadPart.AddComponent <RoadPart>();
                rp.SetRowCount(roadwaysCount);
                rp.SetLength(partLength);
                roadParts.Enqueue(rp);
            }

            return(roadParts);
        }
示例#2
0
        public void GenerateObstencle(RoadPart rp, int roadwaysCount, int length)
        {
            if (dencity > 0)
            {
                Obstencle[,] obstencles = new Obstencle[length, roadwaysCount];

                for (int x = 0; x < length; x++)
                {
                    int n = 0;
                    for (int y = 0; y < roadwaysCount; y++)
                    {
                        if (UnityEngine.Random.Range(0, 3) < dencity)
                        {
                            int i = UnityEngine.Random.Range(0, roadwaysCount);
                            if (obstencles[x, i] == null)
                            {
                                GameObject obst = GameObject.Instantiate(obstenclePrefs[UnityEngine.Random.Range(0, obstenclePrefs.Length)]);
                                obst.transform.localPosition = new Vector3(-(((roadwaysCount * 3) / 2) - 1.5f) + 3 * i, 0, 0);
                                obstencles[x, i]             = obst.GetComponent <Obstencle>();
                                n++;
                            }
                            if (dencity == 1)
                            {
                                break;
                            }
                            if (n == roadwaysCount - 1)
                            {
                                break;
                            }
                        }
                    }
                }
                rp.SetObstencle(obstencles);
            }
        }
示例#3
0
        public void AddNewRoad()
        {
            GameObject.Destroy(roadParts.Dequeue().gameObject);
            GameObject roadPart = GameObject.Instantiate(roadPartPref, conteiner.transform);

            roadPart.transform.localPosition = new Vector3(0, 0, roadParts.Peek().transform.position.x + (4 * 8 * partLength) + 4 * partIntervalLength * 8);
            RoadPart rp = roadPart.AddComponent <RoadPart>();

            rp.SetRowCount(roadwaysCount);
            rp.SetLength(partLength);
            roadParts.Enqueue(rp);
            //TODO: пофиксить
            GameObject.FindObjectOfType <Road>().obstencleGenerator.GenerateObstencle(rp, roadwaysCount, partLength);
        }