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{ | ||
"version": "1.0", | ||
"components": [ | ||
"Microsoft.VisualStudio.Workload.ManagedGame" | ||
] | ||
} |
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using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEngine; | ||
using System.Linq; | ||
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public class Letter_Spawner_Lvl_lro : MonoBehaviour | ||
{ | ||
public GameObject[] letterReference; | ||
public GameObject[] highLetterReference; | ||
public GameObject[] mediumLetterReference; | ||
public GameObject[] lowLetterReference; | ||
public GameObject[] spawnRectangles; | ||
// public GameObject power_up_highlight; | ||
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public GameObject spawnedLetter; | ||
public Transform leftPos, rightPos; | ||
private int randomSide; | ||
private int randomIndex; | ||
private float randomX; | ||
private float randomY; | ||
//private int[] index = {0, 5, 4, 8, 15, 25, 1, 0, 16}; | ||
private int[] orange_index; | ||
private int[] yellow_index; | ||
private int[] purple_index; | ||
private int[] target_index; | ||
private int i = 0; | ||
public List<float[]> seenList; | ||
public int[] indexes; | ||
public int[] colors; | ||
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public static string target_word; | ||
private int[] blanks; | ||
private string[] orange_letters; | ||
private string[] yellow_letters; | ||
private string[] purple_letters; | ||
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public Collider2D[] colliders; | ||
public float radius; | ||
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public TextAsset textJSON; | ||
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[System.Serializable] | ||
public class Player | ||
{ | ||
public string target_word; | ||
public int[] blanks; | ||
public string[] orange_letters; | ||
public string[] yellow_letters; | ||
public string[] purple_letters; | ||
} | ||
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[System.Serializable] | ||
public class PlayerList | ||
{ | ||
public Player[] level_rotating_obstacle; | ||
} | ||
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public PlayerList myPlayerList = new PlayerList(); | ||
// Start is called before the first frame update | ||
void Start() | ||
{ | ||
myPlayerList = JsonUtility.FromJson<PlayerList>(textJSON.text); | ||
int len = myPlayerList.level_rotating_obstacle.Length; | ||
int rInt = Random.Range(0, len); | ||
int i = 0; | ||
seenList = new List<float[]>(); | ||
radius = 1f; | ||
foreach (Player player in myPlayerList.level_rotating_obstacle) | ||
{ | ||
if (i == rInt) | ||
{ | ||
target_word = player.target_word; | ||
blanks = player.blanks; | ||
orange_letters = player.orange_letters; | ||
yellow_letters = player.yellow_letters; | ||
purple_letters = player.purple_letters; | ||
} | ||
i++; | ||
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} | ||
orange_index = new int[orange_letters.Length]; | ||
yellow_index = new int[yellow_letters.Length]; | ||
purple_index = new int[purple_letters.Length]; | ||
target_index = new int[target_word.Length]; | ||
int total_length = orange_letters.Length + yellow_letters.Length + purple_letters.Length; | ||
indexes = new int[total_length]; | ||
colors = new int[total_length]; | ||
int pointer = 0; | ||
int index_pointer = 0; | ||
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for (int j = 0; j < orange_letters.Length; j++) | ||
{ | ||
int ascii = (int)orange_letters[j][0]; | ||
ascii = ascii - 65; | ||
orange_index[j] = ascii; | ||
//print(index[j]); | ||
} | ||
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for (int j = 0; j < yellow_index.Length; j++) | ||
{ | ||
int ascii = (int)yellow_letters[j][0]; | ||
ascii = ascii - 65; | ||
yellow_index[j] = ascii; | ||
//print(index[j]); | ||
} | ||
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for (int j = 0; j < purple_index.Length; j++) | ||
{ | ||
int ascii = (int)purple_letters[j][0]; | ||
ascii = ascii - 65; | ||
purple_index[j] = ascii; | ||
//print(index[j]); | ||
} | ||
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for (int j = 0; j < target_word.Length; j++) | ||
{ | ||
int ascii = (int)target_word[j]; | ||
ascii = ascii - 65; | ||
target_index[j] = ascii; | ||
//print("tar_index"+target_index[j]); | ||
} | ||
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int max_index = System.Math.Max(orange_letters.Length, System.Math.Max(yellow_letters.Length, purple_letters.Length)); | ||
while (pointer < max_index) | ||
{ | ||
if (pointer < orange_letters.Length) | ||
{ | ||
colors[index_pointer] = 1; | ||
indexes[index_pointer] = orange_index[pointer]; | ||
index_pointer++; | ||
} | ||
if (pointer < yellow_index.Length) | ||
{ | ||
colors[index_pointer] = 2; | ||
indexes[index_pointer] = yellow_index[pointer]; | ||
index_pointer++; | ||
} | ||
if (pointer < purple_letters.Length) | ||
{ | ||
colors[index_pointer] = 3; | ||
indexes[index_pointer] = purple_index[pointer]; | ||
index_pointer++; | ||
} | ||
pointer++; | ||
} | ||
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print("Word is =" + target_word); | ||
StartCoroutine(SpawnLetters()); | ||
} | ||
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IEnumerator SpawnLetters() | ||
{ | ||
int t = 10; | ||
while (i < indexes.Length) | ||
{ | ||
if (i != 0) | ||
{ | ||
yield return new WaitForSeconds(2); | ||
} | ||
randomIndex = Random.Range(0, letterReference.Length); | ||
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float x = Random.Range(-7, 30); | ||
float y = Random.Range(0, 16); | ||
Vector3 randomPosition = new Vector3(x, y, 0); | ||
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while (true) | ||
{ | ||
int sizeOfSpawners = spawnRectangles.Length; | ||
x = (float) Random.Range(spawnRectangles[i%sizeOfSpawners].transform.position[0] - spawnRectangles[i % sizeOfSpawners].transform.localScale[0]/2, spawnRectangles[i % sizeOfSpawners].transform.position[0] + spawnRectangles[i % sizeOfSpawners].transform.localScale[0] / 2); | ||
y = (float)Random.Range(spawnRectangles[i % sizeOfSpawners].transform.position[1] - spawnRectangles[i % sizeOfSpawners].transform.localScale[1] / 2, spawnRectangles[i % sizeOfSpawners].transform.position[1] + spawnRectangles[i % sizeOfSpawners].transform.localScale[1] / 2); | ||
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if (checkCollision(x, y)) | ||
{ | ||
randomPosition = new Vector3(x, y, 0); | ||
seenList.Add(new float[2] { x, y }); | ||
break; | ||
} | ||
/* | ||
if( checkCollision(x,y) && ((x >= -8 && x <= -4 && y >=0 && y<=4) || | ||
(x >= -8 && x <= -0.1 && y >=7 && y<=11) || | ||
(x >= -8 && x <= -3 && y >=7 && y<=11) || | ||
(x >= -8 && x <= 31 && y >=15 && y<=17) || | ||
(x >= 2 && x <= 11 && y >=0 && y<=4) || | ||
(x >= 10 && x <= 20 && y >= 2.9 && y<=9) || | ||
(x >= 20 && x <= 31 && y >= 1.75 && y<=4))){ | ||
randomPosition = new Vector3(x,y,0); | ||
seenList.Add(new float[2]{x,y}); | ||
break; | ||
}else{ | ||
x = Random.Range(-7,30); | ||
y = Random.Range(0,16); | ||
} | ||
*/ | ||
} | ||
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if (i == 0) | ||
{ | ||
x = -1; | ||
y = 4; | ||
randomPosition = new Vector3(x, y, 0); | ||
seenList.Add(new float[2] { x, y }); | ||
} | ||
int color = colors[i]; | ||
int letter_index = indexes[i]; | ||
/* | ||
if(i==0){ | ||
randomPosition = new Vector3((float)-5.5,(float)-0.25,0); | ||
seenList.Add(new float[2]{-5.5f,-0.25f}); | ||
}*/ | ||
// if(i==2){ | ||
// GameObject power_up_highlight_ins = Instantiate(power_up_highlight); | ||
// power_up_highlight_ins.transform.position = randomPosition; | ||
// } | ||
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int LayerLetter = LayerMask.NameToLayer("Letter"); | ||
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if (color == 1) | ||
{ | ||
spawnedLetter = Instantiate(highLetterReference[letter_index]); | ||
spawnedLetter.transform.position = randomPosition; | ||
spawnedLetter.layer = LayerLetter; | ||
} | ||
else if (color == 2) | ||
{ | ||
spawnedLetter = Instantiate(mediumLetterReference[letter_index]); | ||
spawnedLetter.transform.position = randomPosition; | ||
spawnedLetter.layer = LayerLetter; | ||
} | ||
else | ||
{ | ||
spawnedLetter = Instantiate(lowLetterReference[letter_index]); | ||
spawnedLetter.transform.position = randomPosition; | ||
spawnedLetter.layer = LayerLetter; | ||
} | ||
// if(!target_index.Contains(index[i])){ | ||
// //print(index[i]); | ||
// Destroy(spawnedLetter.gameObject, t); | ||
// t+=10; | ||
// } | ||
i += 1; | ||
} | ||
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} | ||
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bool checkCollision(float x, float y) | ||
{ | ||
float left = x - radius; | ||
float right = x + radius; | ||
float low = y - radius; | ||
float high = y + radius; | ||
for (int j = 0; j < seenList.Count; j++) | ||
{ | ||
float posX = seenList[j][0]; | ||
float posY = seenList[j][1]; | ||
if (posX >= left && posX <= right) | ||
{ | ||
if (posY >= low && posY <= high) | ||
{ | ||
return false; | ||
} | ||
} | ||
} | ||
return true; | ||
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} | ||
bool PreventSpawnOverLap(Vector3 spawnPos) | ||
{ | ||
colliders = Physics2D.OverlapCircleAll(transform.position, radius); | ||
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for (int i = 0; i < colliders.Length; i++) | ||
{ | ||
Vector3 centerPoint = colliders[i].bounds.center; | ||
float width = colliders[i].bounds.extents.x; | ||
float height = colliders[i].bounds.extents.y; | ||
float left = centerPoint.x - width; | ||
float right = centerPoint.x + width; | ||
float lower = centerPoint.y - height; | ||
float upper = centerPoint.y + height; | ||
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if (spawnPos.x >= left && spawnPos.x <= right) | ||
{ | ||
if (spawnPos.y >= lower && spawnPos.y <= upper) | ||
{ | ||
return false; | ||
} | ||
} | ||
} | ||
return true; | ||
} | ||
// Update is called once per frame | ||
void Update() | ||
{ | ||
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} | ||
} |
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