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Have to head home, psu hof small changes i made while play testing for bugs and whatnot (forgot to stage all on previous push)

master
Claire Peta 4 years ago
parent
commit
aad9206184
5 changed files with 13 additions and 34 deletions
  1. +0
    -8
      Assets/Plugins/IngameDebugConsole.meta
  2. +0
    -8
      Assets/Scripts/Components.meta
  3. +0
    -1
      Assets/Scripts/Managers/GameManager.cs
  4. +2
    -2
      Assets/Scripts/Map Generation/MapManager.cs
  5. +11
    -15
      Assets/Scripts/blockSpawn.cs

+ 0
- 8
Assets/Plugins/IngameDebugConsole.meta View File

@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 5f8eae876be4b03438375a82d2c69b4d
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

+ 0
- 8
Assets/Scripts/Components.meta View File

@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 8d7394d70ec233849a60a26da5f23b75
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

+ 0
- 1
Assets/Scripts/Managers/GameManager.cs View File

@ -196,7 +196,6 @@ public class GameManager : MonoBehaviour
} }
} }
//spawn collectible logic blocks //spawn collectible logic blocks
Debug.Log("Spawwn script called from manager");
spawnBlock.Spawn(); spawnBlock.Spawn();

+ 2
- 2
Assets/Scripts/Map Generation/MapManager.cs View File

@ -353,9 +353,9 @@ public class MapManager : ScriptableObject
//If it's not, then we remove it //If it's not, then we remove it
if (!(checkView(firstSectionEnd))) if (!(checkView(firstSectionEnd)))
{ {
spawn.GetComponent<blockSpawn>().updatePositions(startX + activeSections[0].length);
spawn.GetComponent<blockSpawn>().updatePositions((int)startX + activeSections[0].length);
startX += activeSections[0].length; startX += activeSections[0].length;
spawn.GetComponent<blockSpawn>().updatePositions(startX);
spawn.GetComponent<blockSpawn>().updatePositions((int)startX);
activeSections[0].destroySection(); activeSections[0].destroySection();
activeSections.RemoveAt(0); activeSections.RemoveAt(0);

+ 11
- 15
Assets/Scripts/blockSpawn.cs View File

@ -40,14 +40,14 @@ public class blockSpawn : MonoBehaviour
} }
min_x = (int)ConnectedClients[ConnectedClients.Count - 1].playerCharacter.transform.position.x; min_x = (int)ConnectedClients[ConnectedClients.Count - 1].playerCharacter.transform.position.x;
max_x = (int)ConnectedClients[0].playerCharacter.transform.position.x +3;
max_x = (int)ConnectedClients[0].playerCharacter.transform.position.x + 4;
Debug.Log("count before update " + SpawnBlocks.Count); Debug.Log("count before update " + SpawnBlocks.Count);
updatePositions(min_x - 1);
updatePlayerPositions(); updatePlayerPositions();
Debug.Log("count mid update " + SpawnBlocks.Count);
updatePositions(min_x - 1);
Debug.Log("count after update " + SpawnBlocks.Count); Debug.Log("count after update " + SpawnBlocks.Count);
Debug.Log("adding possible spawn locations");
//Check points within the bounds of players //Check points within the bounds of players
possibleSpawnLocations.Clear(); possibleSpawnLocations.Clear();
foreach (Block point in SpawnBlocks) foreach (Block point in SpawnBlocks)
@ -61,7 +61,7 @@ public class blockSpawn : MonoBehaviour
//pick a random value from those available, checks the location //pick a random value from those available, checks the location
//then removes it to remove the possibility of duplicates //then removes it to remove the possibility of duplicates
Debug.Log("count after add " + possibleSpawnLocations.Count);
Debug.Log("possibleSpawnLocations count " + possibleSpawnLocations.Count);
int triesCount = 0; int triesCount = 0;
@ -71,9 +71,7 @@ public class blockSpawn : MonoBehaviour
{ {
if(possibleSpawnLocations.Count > 0){ if(possibleSpawnLocations.Count > 0){
int choice = Random.Range(0, possibleSpawnLocations.Count - 1); int choice = Random.Range(0, possibleSpawnLocations.Count - 1);
Debug.Log("count inside " + possibleSpawnLocations.Count);
bool spawned = checkLocation(possibleSpawnLocations[choice].transform.position); bool spawned = checkLocation(possibleSpawnLocations[choice].transform.position);
Debug.Log("bool spawned = " + spawned);
if (spawned == true) if (spawned == true)
{ {
possibleSpawnLocations.RemoveAt(choice); possibleSpawnLocations.RemoveAt(choice);
@ -86,12 +84,11 @@ public class blockSpawn : MonoBehaviour
} }
else else
{ {
Debug.Log("spawn else");
goto escape; goto escape;
} }
Debug.Log("spawnNumber " + spawnNumber);
//Debug.Log("spawnNumber " + spawnNumber);
} }
Debug.Log("SpawnTries: " + triesCount);
//Debug.Log("SpawnTries: " + triesCount);
} }
escape: escape:
spawnNumber = 2; spawnNumber = 2;
@ -99,24 +96,22 @@ public class blockSpawn : MonoBehaviour
private bool checkLocation(Vector3 spawnposition) private bool checkLocation(Vector3 spawnposition)
{ {
Debug.Log("Check location function");
bool duplicate = checkDuplicatePosition(spawnposition); bool duplicate = checkDuplicatePosition(spawnposition);
if (duplicate == false) if (duplicate == false)
{ {
spawnBlock(spawnposition); spawnBlock(spawnposition);
Debug.Log("spawned at" + spawnposition);
//Debug.Log("spawned at" + spawnposition);
return true; return true;
} }
else else
{ {
Debug.Log("Fail to spawn at " + spawnposition);
//Debug.Log("Fail to spawn at " + spawnposition);
return false; return false;
} }
} }
private bool checkDuplicatePosition(Vector3 spawnposition) private bool checkDuplicatePosition(Vector3 spawnposition)
{ {
Debug.Log("Check duplicate function");
if (spawnedLocations.Count > 0) if (spawnedLocations.Count > 0)
{ {
for (int k = 0; k < spawnedLocations.Count; k++) for (int k = 0; k < spawnedLocations.Count; k++)
@ -163,12 +158,13 @@ public class blockSpawn : MonoBehaviour
block.GetComponent<LogicCollectable_Multiplayer>().Collectable.Count = 1; block.GetComponent<LogicCollectable_Multiplayer>().Collectable.Count = 1;
} }
public void updatePositions(float max)
public void updatePositions(int min)
{ {
for(int i = SpawnBlocks.Count -1; i>=0; i--) for(int i = SpawnBlocks.Count -1; i>=0; i--)
{ {
if(SpawnBlocks[i].transform.position.x <= (int)max)
if(SpawnBlocks[i].transform.position.x <= min)
{ {
Debug.Log("block to remove position x: " + SpawnBlocks[i].transform.position.x);
SpawnBlocks.Remove(SpawnBlocks[i]); SpawnBlocks.Remove(SpawnBlocks[i]);
} }
} }

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