jump-out-of-the-world/Assets/Scripts/RockGenerator.cs

73 lines
2.7 KiB
C#

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