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1).gameObject.SetActive(true); + spriteRenderer.sprite = endTreeSprite; + transform.localScale = new Vector3(1.05f, 1.05f, 1.05f); + transform.localPosition += new Vector3(0.27f,0.54f,0f); + confine.size += new Vector2(0f, 38f); + confiner2D.InvalidateBoundingShapeCache(); + } else { int randomIndex = Random.Range(1, transform.childCount - 1); transform.GetChild(randomIndex).gameObject.SetActive(true); + confine.size += new Vector2(0f,43f); + confiner2D.InvalidateBoundingShapeCache(); } } } \ No newline at end of file diff --git a/Game/Assets/Scripts/TreeSpawner.cs b/Game/Assets/Scripts/TreeSpawner.cs index 68ab776..f13beaf 100644 --- a/Game/Assets/Scripts/TreeSpawner.cs +++ b/Game/Assets/Scripts/TreeSpawner.cs @@ -1,59 +1,46 @@ -using System; using UnityEngine; public class TreeSpawner : MonoBehaviour { - [SerializeField] - private GameObject treePrefab; - [SerializeField] - private GameObject treeEndPrefab; + public GameObject treePrefab; public Transform player; - [SerializeField] - private static int maxTreeCount = 1; private bool hasSpawned = false; public static int treeCount; - private SpriteRenderer spriteRenderer; - - private void Start() - { - spriteRenderer = GetComponent(); - } - + void Update() { - if (hasSpawned == false && treeCount < maxTreeCount) - { - if (player.position.y < transform.position.y - 3f) - { - hasSpawned = true; + if (hasSpawned) return; - float treeHeight = spriteRenderer.bounds.size.y; - Vector3 spawnPos = transform.position + Vector3.down * treeHeight + new Vector3(0, 0.2f, 0); - - treeCount++; - Debug.Log($"Spawned Treee{treeCount}"); - if(treeCount == maxTreeCount) - { - spawnPos += new Vector3(0.27f,0.54f,0); - Instantiate(treeEndPrefab, spawnPos, Quaternion.identity); - } - else Instantiate(treePrefab, spawnPos, Quaternion.identity); - } - } + Debug.Log("Player Y: " + player.position.y + " | Tree Y + 2: " + (transform.position.y + 2f)); - // Delete trees that are far above the player - if (player.position.y < transform.position.y - 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