Browse Source

Update CoinCreation

Julia Abels 2 years ago
parent
commit
1283d163a3
2 changed files with 368 additions and 303 deletions
  1. 79 20
      Assets/Coin/CoinCreation.cs
  2. 289 283
      Assets/Scenes/MainScene.unity

+ 79 - 20
Assets/Coin/CoinCreation.cs

@@ -23,8 +23,12 @@ public class CoinCreation : MonoBehaviour
     // Parameters to determine stepsize.
     float route_lenght;
     [SerializeField] public int Coin_Number;
+    [SerializeField] public float Distance_Cross; // Test for cross coin drawing
+    [SerializeField] public float Distance_Slalom;
+    //[SerializeField] public bool Draw_Cross; // Maybe draw on Line
     public float stepsize; // public float stepsize = 10; //TODO welcher Wert ist hier passend?
     List<float> differeces = new List<float>();
+    int counter = 0; // How many Coins were drawn on the road
 
     public CoinPool coinPool;
     public List<RoutePoint> points = new List<RoutePoint>();
@@ -42,6 +46,7 @@ public class CoinCreation : MonoBehaviour
 
     int points_size = 30; //needs to be changed if Route changes!
 
+    // Determine route length
     public void CalcRoute()
     {
         route_lenght = 0;
@@ -102,17 +107,33 @@ public class CoinCreation : MonoBehaviour
 
                 Vector3 rotationVector = new Vector3(0f, 0f, 0f);
 
-                // Zwischenlösung um Coins nicht in Kreuzungdatstellen zu müssen
-                int test = 1;
-                stepsize = stepsize - 1;
+                int idx = 1;
+                bool slalom = false;
+                bool slalom_x_dir = true;
 
-                // if (start_point.slalom || (start_point.slalom && end_point.slalom))
                 if (start_point.slalom && end_point.slalom)
                 {
-                    //TODO Was muss beim schiefen verteilen für den Slalom angepasst werden? z.B. stepsize?
                     Debug.Log("Coin-Creation: Place Coins for Slalom.");
-                    test = 0;
-                    stepsize = stepsize + 1;
+                    idx = 0;
+
+                    // Check if slalom along x-axis (slalom_x_dir) or along z-axis (!slalom_x_dir)
+                    if (!points[pointIndex - 2].slalom)
+                    {
+                        if (start_point.x - points[pointIndex - 2].x == 0)
+                        {
+                            slalom_x_dir = false;
+                        }
+                        else
+                        {
+                            slalom_x_dir = true;
+                        }
+                    }
+                    else
+                    {
+                        slalom = true;
+                    }
+
+
                 }
                 if (distance_x > 0) // wenn entlang der x Richung verteilt wird
                 {
@@ -127,27 +148,65 @@ public class CoinCreation : MonoBehaviour
                     rotationVector = new Vector3(0f, 90f, 90f);
                 }
 
-                for (int i = test; i < stepsize; ++i)
+                for (int i = idx; i < System.Math.Round(stepsize); ++i)
                 {
                     //Coin-Position berechnen
-                    if (start_point.x - end_point.x > 0)
+                    if (!slalom || (slalom && i != 0))
                     {
-                        coin_position.x = start_point.x - i * space_x;
+                        if (start_point.x - end_point.x > 0)
+                        {
+                            coin_position.x = start_point.x - i * space_x;
+                        }
+                        if (start_point.x - end_point.x <= 0)
+                        {
+                            coin_position.x = start_point.x + i * space_x;
+                        }
+                        if (start_point.z - end_point.z > 0)
+                        {
+                            coin_position.z = start_point.z - i * space_z;
+                        }
+                        if (start_point.z - end_point.z <= 0)
+                        {
+                            coin_position.z = start_point.z + i * space_z;
+                        }
                     }
-                    if (start_point.x - end_point.x <= 0)
+                    else
                     {
-                        coin_position.x = start_point.x + i * space_x;
+                        if (slalom_x_dir)
+                        {
+                            coin_position.x = start_point.x;
+                            if (start_point.z - end_point.z > 0)
+                            {
+                                coin_position.z = start_point.z - Distance_Slalom;
+                            }
+                            if (start_point.z - end_point.z <= 0)
+                            {
+                                coin_position.z = start_point.z + Distance_Slalom;
+                            }
+                        }
+                        else
+                        {
+                            if (start_point.x - end_point.x > 0)
+                            {
+                                coin_position.x = start_point.x - Distance_Slalom;
+                            }
+                            if (start_point.x - end_point.x <= 0)
+                            {
+                                coin_position.x = start_point.x + Distance_Slalom;
+                            }
+                            coin_position.z = start_point.z + Distance_Slalom;
+                        }
                     }
-                    if (start_point.z - end_point.z > 0)
-                    {
-                        coin_position.z = start_point.z - i * space_z;
-                    }
-                    if (start_point.z - end_point.z <= 0)
+
+                    coin_position.y = 0.5f;
+
+                    if ((distance_x - Distance_Cross < System.Math.Abs(coin_position.x - start_point.x) && distance_x != 0 && !end_point.slalom)
+                        || (distance_z - Distance_Cross < System.Math.Abs(coin_position.z - start_point.z) && distance_z != 0 && !end_point.slalom))
                     {
-                        coin_position.z = start_point.z + i * space_z;
+                        break;
                     }
 
-                    coin_position.y = 0.5f;
+                    counter++;
 
                     //Coin erstellen
                     coin = coinPool.GetItem();
@@ -155,7 +214,7 @@ public class CoinCreation : MonoBehaviour
                     coin.transform.rotation = Quaternion.Euler(rotationVector);
                     if (((i + 1) == stepsize) && (coin != null)) { Debug.Log("CoinCreation: Coin placement finished."); }
                 }
-
+                Debug.Log(counter);
             } while (end_point.slalom); //Da diese Funktion nur von Kreuzungen und nicht von Slalom-Referenzpunkten aufgerufen wird
             // muss hier eine Schleife über die einzelnen Slalom-Abschnitte gemacht werden
         }

+ 289 - 283
Assets/Scenes/MainScene.unity

@@ -27,7 +27,7 @@ RenderSettings:
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@@ -309295,6 +309295,10 @@ MonoBehaviour:
   m_EditorClassIdentifier: 
   collisionCounter: 0
   coinCounter: 0
+  condition: 
+  hasFinished: 0
+  hasFinishedSlalom1: 0
+  hasFinishedSlalom2: 0
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