Made EndTree
This commit is contained in:
@@ -15,6 +15,7 @@ GameObject:
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m_Layer: 0
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--- !u!111 &5971260404453589572
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Animation:
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@@ -229,3 +231,22 @@ Animator:
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@@ -11,6 +11,8 @@ GameObject:
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@@ -114,3 +116,30 @@ Animator:
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treeEndPrefab: {fileID: 8851845362353968682, guid: 04f205e87b1c6a220854a46b28504af3, type: 3}
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maxTreeCount: 8
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@@ -3113,38 +3113,11 @@ GameObject:
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player: {fileID: 662084242}
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--- !u!4 &526821486 stripped
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--- !u!1001 &527539761
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@@ -3781,11 +3754,6 @@ PrefabInstance:
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--- !u!4 &616256297 stripped
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@@ -4127,25 +4095,6 @@ Transform:
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minSize: 0.4
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fallingAnimTreshold: 0.2
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--- !u!1001 &687478031
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PrefabInstance:
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@@ -8314,6 +8263,18 @@ PrefabInstance:
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value: 8
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@@ -8329,10 +8290,7 @@ PrefabInstance:
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--- !u!1001 &1459355171
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@@ -9744,6 +9702,14 @@ PrefabInstance:
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propertyPath: m_Name
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value: Tree
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@@ -9836,13 +9806,7 @@ PrefabInstance:
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--- !u!1001 &1684265244
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PrefabInstance:
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@@ -3,8 +3,6 @@ using UnityEngine;
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public class PatternSelecter : MonoBehaviour
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{
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[SerializeField]
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private int lastTreeNumber = 8;
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void Start()
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{
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@@ -17,11 +15,6 @@ public class PatternSelecter : MonoBehaviour
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{
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transform.GetChild(0).gameObject.SetActive(true);
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}
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else if (TreeSpawner.treeCount == lastTreeNumber)
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{
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transform.GetChild(transform.childCount - 1).gameObject.SetActive(true);
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}
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else
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{
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int randomIndex = Random.Range(1, transform.childCount - 1);
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@@ -1,35 +1,59 @@
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using System;
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using UnityEngine;
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public class TreeSpawner : MonoBehaviour
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{
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public GameObject treePrefab;
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[SerializeField]
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private GameObject treePrefab;
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[SerializeField]
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private GameObject treeEndPrefab;
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public Transform player;
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[SerializeField]
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private static int maxTreeCount = 1;
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private bool hasSpawned = false;
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public static int treeCount;
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private SpriteRenderer spriteRenderer;
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private void Start()
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{
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spriteRenderer = GetComponent<SpriteRenderer>();
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}
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void Update()
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{
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if (hasSpawned == false)
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if (hasSpawned == false && treeCount < maxTreeCount)
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{
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if (player.position.y < transform.position.y - 3f)
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{
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hasSpawned = true;
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float treeHeight = GetComponent<SpriteRenderer>().bounds.size.y;
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float treeHeight = spriteRenderer.bounds.size.y;
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Vector3 spawnPos = transform.position + Vector3.down * treeHeight + new Vector3(0, 0.2f, 0);
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treeCount++;
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GameObject newTree = Instantiate(treePrefab, spawnPos, Quaternion.identity);
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Debug.Log($"Spawned Treee{treeCount}");
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if(treeCount == maxTreeCount)
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{
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spawnPos += new Vector3(0.27f,0.54f,0);
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Instantiate(treeEndPrefab, spawnPos, Quaternion.identity);
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}
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else Instantiate(treePrefab, spawnPos, Quaternion.identity);
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}
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}
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// Delete trees that are far above the player
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if (player.position.y < transform.position.y - 40f)
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{
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Destroy(gameObject);
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gameObject.SetActive(false);
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}
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else
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{
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gameObject.SetActive(true);
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}
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}
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}
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