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