73 lines
2.7 KiB
C#
73 lines
2.7 KiB
C#
/*
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zlib License
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跳出一方天地 (C) 2022-2023 Lucas
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1.The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class RockGenerator : MonoBehaviour
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{
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public GameObject rockPrefab;
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public float offset;
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public float initialPosition;
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public float fixedDistance;
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public float floatingDistance;
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float xSpeed;
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private List<GameObject> rockObjects;
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private GameObject maxStone;
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// Start is called before the first frame update
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void Start()
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{
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var controller = GetComponent<BackgroundMovementController>();
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xSpeed = controller.speed;
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rockObjects = new List<GameObject>();
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var initialPos = initialPosition;
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for (var i = 0; i < 7; i++)
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{
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initialPos += fixedDistance + floatingDistance * Random.value;
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var curRockObject = Instantiate(rockPrefab);
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curRockObject.transform.position = new Vector3(initialPos,
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offset);
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curRockObject.GetComponent<RockController>().xSpeed = xSpeed;
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rockObjects.Add(curRockObject);
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}
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maxStone = rockObjects[^1];
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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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var index = 0;
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for (; index < rockObjects.Count; index++)
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{
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var curRockObject = rockObjects[index];
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if (curRockObject.activeSelf) continue;
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curRockObject.transform.position = new Vector3(maxStone.transform.position.x
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+ fixedDistance + floatingDistance * Random.value,
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curRockObject.transform.position.y);
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curRockObject.SetActive(true);
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curRockObject.GetComponent<Rigidbody2D>().velocity = new Vector2(xSpeed, 0);
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maxStone = curRockObject;
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}
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}
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}
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