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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
public class CubeTestController : MonoBehaviour | |||
{ | |||
[SerializeField] | |||
private float forwardSpeed = 1; | |||
[SerializeField] | |||
private float turningSpeed = 90; | |||
// Start is called before the first frame update | |||
void Start() | |||
{ | |||
} | |||
// Update is called once per frame | |||
void Update() | |||
{ | |||
Vector3 _pos = transform.position; | |||
_pos += transform.forward * forwardSpeed * Time.deltaTime; | |||
if (Input.GetKey(KeyCode.A)) | |||
transform.Rotate(new Vector3(0, -turningSpeed * Time.deltaTime, 0)); | |||
if (Input.GetKey(KeyCode.D)) | |||
transform.Rotate(new Vector3(0, turningSpeed * Time.deltaTime, 0)); | |||
transform.position = _pos; | |||
} | |||
} |
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEditor; | |||
using UnityEngine; | |||
[CreateAssetMenu(menuName = "FREG/Tile")] | |||
public class TileData : ScriptableObject | |||
{ | |||
public TileManager.TileTypes tileType; | |||
public GameObject prefab; | |||
} |
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
public class TileController : MonoBehaviour | |||
{ | |||
public Transform entryAnchor; | |||
public Transform exitAnchor; | |||
} |
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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 Transform m_camTransform; | |||
[SerializeField] | |||
private float m_exitCullDistance = 3f; | |||
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>(); | |||
} | |||
// 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(); | |||
} | |||
} | |||
void SpawnRandomTile() | |||
{ | |||
var _startBendProfile = m_bendProfile; | |||
TileData _selectedTile = new TileData(); | |||
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.transform.forward; | |||
var _newTileController = _newTileObj.GetComponent<TileController>(); | |||
Vector3 _offset = m_currentTile.exitAnchor.position - _newTileController.entryAnchor.position; | |||
_newTileObj.transform.position += _offset; | |||
} | |||
} |
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