Commit bbd6373744e6dbf6a4175c2444d7893940b6cd1f
1 parent
d0242802d5
Exists in
master
Terrain Generator added, object pool refactored with object creator
Showing 23 changed files with 324 additions and 173 deletions Side-by-side Diff
- Assets/_Prefabs/ObstacleCreator.prefab
- Assets/_Prefabs/Powerups/Coin.prefab
- Assets/_Prefabs/TerrainCreator.prefab
- Assets/_Prefabs/TerrainCreator.prefab.meta
- Assets/_Prefabs/_Chunks/_Green/AccaciaSavannah.prefab
- Assets/_Prefabs/_Chunks/_Plain/PlainSavannah.prefab
- Assets/_Prefabs/_Obstacles/AfricanKid.prefab
- Assets/_Prefabs/_Obstacles/Chicken.prefab
- Assets/_Prefabs/_Obstacles/OldTruck.prefab
- Assets/_Prefabs/_Players/WhiteBoy.prefab
- Assets/_Scenes/Savanna_Level_Design_Template.unity
- Assets/_Scripts/BaseObjectCreator.cs
- Assets/_Scripts/BaseObjectCreator.cs.meta
- Assets/_Scripts/GameConstants.cs
- Assets/_Scripts/_ObstacleScripts/ObstacleCreater.cs
- Assets/_Scripts/_ObstacleScripts/ObstacleCreater.cs.meta
- Assets/_Scripts/_ObstacleScripts/ObstacleCreator.cs
- Assets/_Scripts/_ObstacleScripts/ObstacleCreator.cs.meta
- Assets/_Scripts/_TerrainScripts.meta
- Assets/_Scripts/_TerrainScripts/TerrainChunkController.cs
- Assets/_Scripts/_TerrainScripts/TerrainChunkController.cs.meta
- Assets/_Scripts/_TerrainScripts/TerrainCreator.cs
- Assets/_Scripts/_TerrainScripts/TerrainCreator.cs.meta
Assets/_Prefabs/ObstacleCreator.prefab
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Assets/_Prefabs/Powerups/Coin.prefab
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Assets/_Prefabs/TerrainCreator.prefab
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Assets/_Prefabs/TerrainCreator.prefab.meta
Assets/_Prefabs/_Chunks/_Green/AccaciaSavannah.prefab
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Assets/_Prefabs/_Chunks/_Plain/PlainSavannah.prefab
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Assets/_Prefabs/_Obstacles/AfricanKid.prefab
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Assets/_Prefabs/_Obstacles/Chicken.prefab
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Assets/_Prefabs/_Obstacles/OldTruck.prefab
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Assets/_Prefabs/_Players/WhiteBoy.prefab
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Assets/_Scenes/Savanna_Level_Design_Template.unity
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Assets/_Scripts/BaseObjectCreator.cs
1 | +using UnityEngine; | |
2 | +using System.Collections; | |
3 | + | |
4 | +/* | |
5 | + * Works as a baseclass for creator classes | |
6 | + * Inherits and gets objects from object pool present in BaseObjectPool | |
7 | + */ | |
8 | +public abstract class BaseObjectCreator : BaseObjectPool { | |
9 | + | |
10 | + // Time between each object instantiation | |
11 | + [Tooltip("Time between each object instantiation")] | |
12 | + public float SpawningInterval = 3f; | |
13 | + | |
14 | + // Time after spawining starts | |
15 | + [Tooltip("Time after spawining starts")] | |
16 | + public float SpawnDelay = 5f; | |
17 | + | |
18 | + /* | |
19 | + * Initialises the pool and starts spawining objects with interval | |
20 | + */ | |
21 | + new void Start(){ | |
22 | + base.Start(); | |
23 | + InvokeRepeating("Spawn", SpawnDelay, SpawningInterval); | |
24 | + } | |
25 | + | |
26 | + abstract protected void Spawn(); | |
27 | + | |
28 | + | |
29 | +} |
Assets/_Scripts/BaseObjectCreator.cs.meta
Assets/_Scripts/GameConstants.cs
Assets/_Scripts/_ObstacleScripts/ObstacleCreater.cs
1 | -using UnityEngine; | |
2 | -using System.Collections; | |
3 | - | |
4 | -/* | |
5 | - * Works as a pool for GameObjects | |
6 | - * Creating and Destroying 3D objects is heavy operation so its better to set | |
7 | - * objects in the pool and reuse them. | |
8 | - */ | |
9 | -public class ObstacleCreater : BaseObjectPool { | |
10 | - | |
11 | - public float SpawningInterval = 3f; | |
12 | - public float SpawnDelay = 5f; | |
13 | - | |
14 | - private int _spawnCount = 1; | |
15 | - private float _coinSpacing = 1.5f; | |
16 | - | |
17 | - private string [] _powerUpTags = new string[]{ | |
18 | - GameConstants.COIN_TAG | |
19 | - }; | |
20 | - | |
21 | - /* | |
22 | - * distance of left or right lanes from center | |
23 | - * best case: should be equal to the distance of player movement | |
24 | - */ | |
25 | - [SerializeField, Tooltip("Make this equal to player lane switching distance.")] | |
26 | - float LaneDistance = 2.1f; | |
27 | - | |
28 | - | |
29 | - /* | |
30 | - * -1 : Left | |
31 | - * 0 : Middle | |
32 | - * 1 : Right | |
33 | - * used to increase some variations and randomness | |
34 | - * last lane obstacle placed in | |
35 | - */ | |
36 | - | |
37 | - int _lastLanePlaced; //lane: left or right or middile | |
38 | - | |
39 | - int _lastObjectCreatedIndex; //last obstacle instantiated | |
40 | - | |
41 | - // overridng the base's implementation of start | |
42 | - new void Start () { | |
43 | - base.Start(); | |
44 | - InvokeRepeating("SpawnObject", SpawnDelay, SpawningInterval); | |
45 | - } | |
46 | - | |
47 | - | |
48 | - /* | |
49 | - * Gets objects from the pool and places them in the lane | |
50 | - * Donot use Instaniate to create new Objects, rather use GetPoolObject | |
51 | - */ | |
52 | - void SpawnObject(){ | |
53 | - | |
54 | - float raycastLength = 100f; | |
55 | - RaycastHit hit; | |
56 | - | |
57 | - // 1. Check if there is terrain below | |
58 | - if (Physics.Raycast(new Ray(transform.position, Vector3.down), out hit, raycastLength)){ | |
59 | - | |
60 | - if(hit.collider.tag == GameConstants.TERRAIN_TAG){ | |
61 | - if(_spawnCount % 1 == 0){ | |
62 | - SpawnPowerUp(); | |
63 | - }else{ | |
64 | - SpawnCollidableObject(hit); | |
65 | - } | |
66 | - } | |
67 | - } | |
68 | - | |
69 | - _spawnCount++; | |
70 | - } | |
71 | - | |
72 | - | |
73 | - /* | |
74 | - * Spawns stopping objects | |
75 | - */ | |
76 | - void SpawnCollidableObject(RaycastHit hit){ | |
77 | - | |
78 | - // 2. get new random object | |
79 | - int newObstacleIndex = Random.Range(0,PooledObjectPrefabs.Count); | |
80 | - while (newObstacleIndex == _lastObjectCreatedIndex || System.Array.IndexOf(_powerUpTags, PooledObjectPrefabs[newObstacleIndex].tag) != -1) { | |
81 | - newObstacleIndex = Random.Range(0,PooledObjectPrefabs.Count); | |
82 | - } | |
83 | - _lastObjectCreatedIndex = newObstacleIndex; | |
84 | - | |
85 | - // 3. check if object is available in pool | |
86 | - GameObject newObstacle = GetPoolObject(PooledObjectPrefabs[newObstacleIndex].tag); | |
87 | - | |
88 | - if(newObstacle == null) | |
89 | - return; | |
90 | - | |
91 | - // 4. get new Random Lane | |
92 | - Vector3 position = GetRandomLanePosition(); | |
93 | - position.y = hit.point.y; | |
94 | - | |
95 | - // 6. bring the object above ground | |
96 | - newObstacle.GetComponent<ObstacleController>().SetPositionWithPivot(position); | |
97 | - } | |
98 | - | |
99 | - /* | |
100 | - * Spawns collectible object | |
101 | - */ | |
102 | - void SpawnPowerUp(){ | |
103 | - | |
104 | - RaycastHit hit; | |
105 | - int coinCount = 5; | |
106 | - | |
107 | - Vector3 position = GetRandomLanePosition(); | |
108 | - for(int i = 0; i<coinCount; i++){ | |
109 | - | |
110 | - GameObject Coin = GetPoolObject(GameConstants.COIN_TAG); | |
111 | - | |
112 | - if(Coin != null) { | |
113 | - | |
114 | - if(Physics.Raycast(new Ray(this.transform.position, Vector3.down), out hit)){ | |
115 | - print(transform.position.z + _coinSpacing); | |
116 | - print(hit.point.z); | |
117 | - position.y = hit.point.y; | |
118 | -// print (hit.point); | |
119 | - position.z = hit.point.z; | |
120 | - Coin.GetComponent<ObstacleController>().SetPositionWithPivot(position); | |
121 | - transform.Translate(new Vector3(0, 0, _coinSpacing)); | |
122 | - | |
123 | - } | |
124 | - } | |
125 | - | |
126 | - } | |
127 | - } | |
128 | - | |
129 | - Vector3 GetRandomLanePosition(){ | |
130 | - int newLane = Random.Range(-1,2); | |
131 | - while(newLane == _lastLanePlaced){ | |
132 | - newLane = Random.Range(-1,2); | |
133 | - } | |
134 | - _lastLanePlaced = newLane; | |
135 | - | |
136 | - // 5. Set position in lane | |
137 | - Vector3 position = Vector3.zero; | |
138 | - | |
139 | - switch (newLane) { | |
140 | - case -1: | |
141 | - position = new Vector3(transform.position.x - LaneDistance, transform.position.y, transform.position.z); | |
142 | - break; | |
143 | - case 0: | |
144 | - position = new Vector3(transform.position.x, transform.position.y, transform.position.z); | |
145 | - break; | |
146 | - case 1: | |
147 | - position = new Vector3(transform.position.x + LaneDistance, transform.position.y, transform.position.z); | |
148 | - break; | |
149 | - default: | |
150 | - break; | |
151 | - } | |
152 | - return position; | |
153 | - } | |
154 | -} |
Assets/_Scripts/_ObstacleScripts/ObstacleCreater.cs.meta
Assets/_Scripts/_ObstacleScripts/ObstacleCreator.cs
1 | +using UnityEngine; | |
2 | +using System.Collections; | |
3 | + | |
4 | +/* | |
5 | + * Works as a pool for GameObjects | |
6 | + * Creating and Destroying 3D objects is heavy operation so its better to set | |
7 | + * objects in the pool and reuse them. | |
8 | + */ | |
9 | +public class ObstacleCreator : BaseObjectCreator { | |
10 | + | |
11 | + | |
12 | + private int _spawnCount = 1; | |
13 | + private float _coinSpacing = 1.5f; | |
14 | + | |
15 | + private string [] _powerUpTags = new string[]{ | |
16 | + GameConstants.COIN_TAG | |
17 | + }; | |
18 | + | |
19 | + /* distance of left or right lanes from center | |
20 | + * best case: should be equal to the distance of player movement | |
21 | + */ | |
22 | + [SerializeField, Tooltip("Make this equal to player lane switching distance.")] | |
23 | + float LaneDistance = 2.1f; | |
24 | + | |
25 | + | |
26 | + /* | |
27 | + * -1 : Left | |
28 | + * 0 : Middle | |
29 | + * 1 : Right | |
30 | + * used to increase some variations and randomness | |
31 | + * last lane obstacle placed in | |
32 | + */ | |
33 | + | |
34 | + int _lastLanePlaced; //lane: left or right or middile | |
35 | + | |
36 | + int _lastObjectCreatedIndex; //last obstacle instantiated | |
37 | + | |
38 | + /* | |
39 | + * Gets objects from the pool and places them in the lane | |
40 | + * Donot use Instaniate to create new Objects, rather use GetPoolObject | |
41 | + */ | |
42 | + override protected void Spawn(){ | |
43 | + | |
44 | + float raycastLength = 100f; | |
45 | + RaycastHit hit; | |
46 | + | |
47 | + // 1. Check if there is terrain below | |
48 | + if (Physics.Raycast(new Ray(transform.position, Vector3.down), out hit)){ | |
49 | + | |
50 | + if(hit.collider.tag == GameConstants.TERRAIN_TAG){ | |
51 | + if(_spawnCount % 4 == 0){ | |
52 | + SpawnPowerUp(); | |
53 | + }else{ | |
54 | + SpawnCollidableObject(hit); | |
55 | + } | |
56 | + } | |
57 | + } | |
58 | + | |
59 | + _spawnCount++; | |
60 | + } | |
61 | + | |
62 | + | |
63 | + /* | |
64 | + * Spawns stopping objects | |
65 | + */ | |
66 | + private void SpawnCollidableObject(RaycastHit hit){ | |
67 | + | |
68 | + // 2. get new random object | |
69 | + int newObstacleIndex = Random.Range(0,PooledObjectPrefabs.Count); | |
70 | + while (newObstacleIndex == _lastObjectCreatedIndex || System.Array.IndexOf(_powerUpTags, PooledObjectPrefabs[newObstacleIndex].tag) != -1) { | |
71 | + newObstacleIndex = Random.Range(0,PooledObjectPrefabs.Count); | |
72 | + } | |
73 | + _lastObjectCreatedIndex = newObstacleIndex; | |
74 | + | |
75 | + // 3. check if object is available in pool | |
76 | + GameObject newObstacle = GetPoolObject(PooledObjectPrefabs[newObstacleIndex].tag); | |
77 | + | |
78 | + if(newObstacle == null) | |
79 | + return; | |
80 | + | |
81 | + // 4. get new Random Lane | |
82 | + Vector3 position = GetRandomLanePosition(); | |
83 | + position.y = hit.point.y; | |
84 | + | |
85 | + // 5. bring the object above ground | |
86 | + newObstacle.GetComponent<ObstacleController>().SetPositionWithPivot(position); | |
87 | + } | |
88 | + | |
89 | + /* | |
90 | + * Spawns collectible object | |
91 | + */ | |
92 | + private void SpawnPowerUp(){ | |
93 | + | |
94 | + RaycastHit hit; | |
95 | + int coinCount = 5; | |
96 | + | |
97 | + Vector3 position = GetRandomLanePosition(); | |
98 | + for(int i = 0; i<coinCount; i++){ | |
99 | + | |
100 | + GameObject Coin = GetPoolObject(GameConstants.COIN_TAG); | |
101 | + | |
102 | + if(Coin != null) { | |
103 | + | |
104 | + if(Physics.Raycast(new Ray(this.transform.position, Vector3.down), out hit)){ | |
105 | + position.y = hit.point.y; | |
106 | + position.z = hit.point.z; | |
107 | + Coin.GetComponent<ObstacleController>().SetPositionWithPivot(position); | |
108 | + transform.Translate(new Vector3(0, 0, _coinSpacing)); | |
109 | + } | |
110 | + } | |
111 | + | |
112 | + } | |
113 | + } | |
114 | + | |
115 | + private Vector3 GetRandomLanePosition(){ | |
116 | + int newLane = Random.Range(-1,2); | |
117 | + while(newLane == _lastLanePlaced){ | |
118 | + newLane = Random.Range(-1,2); | |
119 | + } | |
120 | + _lastLanePlaced = newLane; | |
121 | + | |
122 | + Vector3 position = Vector3.zero; | |
123 | + | |
124 | + switch (newLane) { | |
125 | + case -1: | |
126 | + position = new Vector3(transform.position.x - LaneDistance, transform.position.y, transform.position.z); | |
127 | + break; | |
128 | + case 0: | |
129 | + position = new Vector3(transform.position.x, transform.position.y, transform.position.z); | |
130 | + break; | |
131 | + case 1: | |
132 | + position = new Vector3(transform.position.x + LaneDistance, transform.position.y, transform.position.z); | |
133 | + break; | |
134 | + default: | |
135 | + break; | |
136 | + } | |
137 | + return position; | |
138 | + } | |
139 | +} |
Assets/_Scripts/_ObstacleScripts/ObstacleCreator.cs.meta
Assets/_Scripts/_TerrainScripts.meta
Assets/_Scripts/_TerrainScripts/TerrainChunkController.cs
1 | +using UnityEngine; | |
2 | +using System.Collections; | |
3 | + | |
4 | +public class TerrainChunkController : MonoBehaviour { | |
5 | + | |
6 | + float _colliderHeight = 6f; | |
7 | + public GameObject TerrainObject; | |
8 | + | |
9 | + // Use this for initialization | |
10 | + void Start () { | |
11 | + | |
12 | + BoxCollider collider = gameObject.AddComponent<BoxCollider>(); | |
13 | + | |
14 | +// foreach(Transform childTransform in gameObject.transform){ | |
15 | +// if(childTransform.tag.CompareTo(GameConstants.TERRAIN_TAG) == 0) | |
16 | +// TerrainObject = childTransform.gameObject.GetComponent<Terrain>(); | |
17 | +// } | |
18 | + | |
19 | + //Setting the collider to end of chunk | |
20 | + //Hardcoded values were copied from the inspector | |
21 | + //After setting the collider at right place | |
22 | + collider.size = new Vector3(9f, 3f, 0.1f); | |
23 | + collider.center = new Vector3(0f, 3.48f, GameConstants.TERRAIN_SIZE); | |
24 | + collider.isTrigger = true; | |
25 | + | |
26 | + } | |
27 | + | |
28 | + void OnTriggerEnter(Collider collider){ | |
29 | + StartCoroutine(Disable()); | |
30 | + } | |
31 | + | |
32 | + IEnumerator Disable(){ | |
33 | + yield return new WaitForEndOfFrame(); | |
34 | + gameObject.SetActive(false); | |
35 | + } | |
36 | +} |
Assets/_Scripts/_TerrainScripts/TerrainChunkController.cs.meta
Assets/_Scripts/_TerrainScripts/TerrainCreator.cs
1 | +using UnityEngine; | |
2 | +using System.Collections; | |
3 | + | |
4 | +/* | |
5 | + * Works as a pool for Terrain Prefabs | |
6 | + * Creating and Destroying Terrain objects is heavy operation so its better to set | |
7 | + * objects in the pool and reuse them. | |
8 | + */ | |
9 | +public class TerrainCreator : BaseObjectCreator { | |
10 | + | |
11 | + public static Vector3 LastTerrainPosition; | |
12 | + | |
13 | + | |
14 | + new void Start(){ | |
15 | + base.Start(); | |
16 | + | |
17 | + GameObject firstChunk = GetPoolObject(); | |
18 | + LastTerrainPosition = firstChunk.transform.position; | |
19 | + | |
20 | + InvokeRepeating("Spawn", SpawnDelay, SpawningInterval); | |
21 | + | |
22 | + } | |
23 | + | |
24 | + public override GameObject GetPoolObject () { | |
25 | + GameObject newObject = base.GetPoolObject (); | |
26 | + | |
27 | + if(newObject){ | |
28 | + if(newObject.GetComponent<TerrainChunkController>() == null) | |
29 | + newObject.AddComponent<TerrainChunkController>(); | |
30 | + } | |
31 | + | |
32 | + return newObject; | |
33 | + } | |
34 | + | |
35 | + override protected void Spawn(){ | |
36 | + | |
37 | + GameObject chunk = GetPoolObject(); | |
38 | + | |
39 | + if(chunk != null){ | |
40 | + | |
41 | + chunk.transform.position = new Vector3(LastTerrainPosition.x, LastTerrainPosition.y, LastTerrainPosition.z + GameConstants.TERRAIN_SIZE); | |
42 | + LastTerrainPosition = chunk.transform.position; | |
43 | + } | |
44 | + | |
45 | + } | |
46 | + | |
47 | +} |
Assets/_Scripts/_TerrainScripts/TerrainCreator.cs.meta