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59
Assets/Crossy Road VR/Prefabs/Tiles/Spawn Area.prefab
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59
Assets/Crossy Road VR/Prefabs/Tiles/Spawn Area.prefab
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|
125
Assets/SpawnRandomObjectsScript.cs
Normal file
125
Assets/SpawnRandomObjectsScript.cs
Normal file
@ -0,0 +1,125 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class SpawnRandomObjectsScript : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private List<GameObject> _Prefabs = new List<GameObject>();
|
||||||
|
[SerializeField] private Vector3 _SpawnArea;
|
||||||
|
|
||||||
|
[SerializeField] private float fixedDistance = 1f; // фиксированное расстояние между точками
|
||||||
|
private float MinX; // минимальная координата X
|
||||||
|
private float MaxX; // максимальная координата X
|
||||||
|
private float MinZ; // минимальная координата Z
|
||||||
|
private float MaxZ; // максимальная координата Z
|
||||||
|
|
||||||
|
private float Y;
|
||||||
|
|
||||||
|
// кол-во повторных проходов
|
||||||
|
[SerializeField] private int NumOfRep = 1;
|
||||||
|
|
||||||
|
// Структура Point теперь на плоскости X-Z
|
||||||
|
// Структура Point теперь на плоскости X-Z
|
||||||
|
public struct Point
|
||||||
|
{
|
||||||
|
public Vector3 Position; // позиция точки
|
||||||
|
|
||||||
|
public Point(float x, float y, float z)
|
||||||
|
{
|
||||||
|
Position = new Vector3(x, y, z); // плоскость 2D, Y-координата всегда 0
|
||||||
|
}
|
||||||
|
|
||||||
|
public float DistanceTo(Point other)
|
||||||
|
{
|
||||||
|
return Vector3.Distance(Position, other.Position); // возвращаем расстояние между точками
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private List<Point> points = new List<Point>();
|
||||||
|
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
MinX = -_SpawnArea.x / 2 + transform.position.x;
|
||||||
|
MaxX = _SpawnArea.x / 2 + transform.position.x;
|
||||||
|
MinZ = -_SpawnArea.z / 2 + transform.position.z;
|
||||||
|
MaxZ = _SpawnArea.z / 2 + transform.position.z;
|
||||||
|
|
||||||
|
Y = -_SpawnArea.y / 2 + transform.position.y;
|
||||||
|
|
||||||
|
GeneratePoints();
|
||||||
|
foreach (var point in points)
|
||||||
|
{
|
||||||
|
GameObject prefab = GetRandomObject<GameObject>(_Prefabs);
|
||||||
|
|
||||||
|
|
||||||
|
// Случайный поворот только по оси Y
|
||||||
|
Quaternion randomRotation = Quaternion.Euler(
|
||||||
|
0f, // угол по оси X
|
||||||
|
Random.Range(0f, 360f), // случайный угол по оси Y
|
||||||
|
0f // угол по оси Z
|
||||||
|
);
|
||||||
|
|
||||||
|
// Инстанцируем объект с случайным поворотом
|
||||||
|
Instantiate(prefab, point.Position, randomRotation);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public void GeneratePoints()
|
||||||
|
{
|
||||||
|
// Размещение первой точки случайным образом в указанном диапазоне
|
||||||
|
points.Add(new Point(Random.Range(MinX, MaxX), Y, Random.Range(MinZ, MaxZ)));
|
||||||
|
|
||||||
|
for (int i = 0; i < NumOfRep; i++)
|
||||||
|
{
|
||||||
|
bool canAddPoint = true;
|
||||||
|
|
||||||
|
while (canAddPoint)
|
||||||
|
{
|
||||||
|
canAddPoint = false;
|
||||||
|
// Пробуем случайно разместить следующую точку в пределах нового диапазона
|
||||||
|
float newX = Random.Range(MinX, MaxX);
|
||||||
|
float newZ = Random.Range(MinZ, MaxZ);
|
||||||
|
Point newPoint = new Point(newX, Y, newZ);
|
||||||
|
|
||||||
|
bool valid = true;
|
||||||
|
|
||||||
|
foreach (var point in points)
|
||||||
|
{
|
||||||
|
if (newPoint.DistanceTo(point) < fixedDistance) // фиксированное расстояние
|
||||||
|
{
|
||||||
|
valid = false;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Если точка валидна (удовлетворяет условиям), добавляем её
|
||||||
|
if (valid)
|
||||||
|
{
|
||||||
|
points.Add(newPoint);
|
||||||
|
canAddPoint = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDrawGizmos()
|
||||||
|
{
|
||||||
|
// Устанавливаем цвет Gizmos
|
||||||
|
Gizmos.color = Color.red;
|
||||||
|
|
||||||
|
// Рисуем сферу
|
||||||
|
Gizmos.DrawWireCube(transform.position, _SpawnArea);
|
||||||
|
}
|
||||||
|
T GetRandomObject<T>(List<T> list)
|
||||||
|
{
|
||||||
|
// проверка на пустоту списка
|
||||||
|
if (list == null || list.Count == 0)
|
||||||
|
{
|
||||||
|
return default;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Генерация случайного индекса
|
||||||
|
int randomIndex = UnityEngine.Random.Range(0, list.Count);
|
||||||
|
return list[randomIndex];
|
||||||
|
}
|
||||||
|
}
|
11
Assets/SpawnRandomObjectsScript.cs.meta
Normal file
11
Assets/SpawnRandomObjectsScript.cs.meta
Normal file
@ -0,0 +1,11 @@
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|
fileFormatVersion: 2
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|
guid: 6961f6e142293184b9a12fe3db1fdede
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|
MonoImporter:
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|
externalObjects: {}
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serializedVersion: 2
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|
defaultReferences: []
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|
executionOrder: 0
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|
icon: {instanceID: 0}
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|
userData:
|
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|
assetBundleName:
|
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|
assetBundleVariant:
|
Loading…
x
Reference in New Issue
Block a user