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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
-
- public class TileManager : MonoBehaviour
- {
- [SerializeField]
- private List<TileData> m_tileList = new List<TileData>();
-
- [SerializeField]
- private int trackTiles = 10;
-
- [SerializeField]
- private TileData m_finalTile;
-
-
- private int m_bendProfile = 0;
-
- private TileController m_previousTile;
- private TileController m_currentTile;
-
- public enum TileTypes
- {
- BEND_LEFT = -1,
- STRAIGHT = 0,
- BEND_RIGHT = 1,
- };
-
-
- private void Start()
- {
- m_currentTile = FindObjectOfType<TileController>();
-
- for (int i = 0; i < trackTiles; i++)
- {
- SpawnTile();
- }
-
- SpawnTile(m_finalTile);
- }
-
- // Update is called once per frame
- void Update()
- {
-
- /*
- if (m_previousTile != null)
- {
- if (Vector3.Distance(m_previousTile.transform.position, Camera.main.transform.position) > m_exitCullDistance)
- {
- Destroy(m_previousTile);
- m_previousTile = null;
- }
- }
- */
-
-
- /*if(Input.GetKeyDown(KeyCode.Space))
- {
- SpawnRandomTile();
- }*/
- }
-
- /// <summary>
- /// Spawn next tile
- /// </summary>
- /// <param name="tileData">Leave null for random</param>
- void SpawnTile(TileData tileData = null)
- {
- var _startBendProfile = m_bendProfile;
- TileData _selectedTile = tileData;
-
- if(_selectedTile == null)
- {
- do
- {
- _selectedTile = m_tileList[Random.Range(0, m_tileList.Count - 1)];
- }
- while (Mathf.Abs(m_bendProfile + (int)_selectedTile.tileType) >= 2);
- }
-
- m_bendProfile += (int)_selectedTile.tileType;
-
- var _newTileObj = Instantiate(_selectedTile.prefab);
- _newTileObj.transform.forward = m_currentTile.exitAnchor.transform.forward;
-
- var _newTileController = _newTileObj.GetComponent<TileController>();
-
- Vector3 _offset = m_currentTile.exitAnchor.position - _newTileController.entryAnchor.position;
- _newTileObj.transform.position += _offset;
-
- m_previousTile = m_currentTile;
- m_currentTile = _newTileController;
-
- }
- }
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