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Story #3 Add automatic generation of testScene
- Modified prefabs The generated map is a square with 3 platforms The player is automaticaly instanciated at a currently hardcoded spawn location The collisions are handled with BoxCollider2D An additional saveScene function has been added. It allows to store the generated scene into a new file. It is then possible to reload the specific scene into unity.
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using UnityEngine; | ||
using UnityEditor; | ||
using System.Collections; | ||
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public class TestSceneGenerator : MonoBehaviour { | ||
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[Tooltip("Put here Player Prefab ! ")] | ||
public Transform player; | ||
[Tooltip("Put here Player Camera Prefab ! ")] | ||
public Transform playerCamera; | ||
[Tooltip("Put here Wall Prefab ! ")] | ||
public Transform wall; | ||
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private Transform environment; // Stores the roo object for the environment | ||
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// Use this for initialization | ||
void Start () { | ||
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/* Temporary hard coded parameters */ | ||
int width = 100; | ||
int height = 40; | ||
Vector2 spawnPosition = new Vector2 (10, 2); | ||
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/* Create the root environment transform which will contain all the walls */ | ||
GameObject obj = new GameObject ("Environment"); | ||
environment = obj.GetComponent<Transform> (); | ||
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/* Generate the scene */ | ||
generateSquare (width, height, Vector2.zero); | ||
generatePlatform (10, new Vector2(10, 20)); | ||
generatePlatform (10, new Vector2(25, 10)); | ||
generatePlatform (30, new Vector2(50, 25)); | ||
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/* Instantiate the player */ | ||
spawnPlayer (spawnPosition); | ||
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/* Save the scene to a file */ | ||
//saveGeneratedScene ("./Assets/Scene/GeneratedScene.unity"); | ||
} | ||
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/** | ||
* Generate a bordered square (not filled) beginning at position | ||
*/ | ||
private void generateSquare(int width, int height, Vector2 position) { | ||
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for (int i = 0; i <= width; i++) { | ||
for (int j = 0; j <= height; j++) { | ||
if(i == 0 || i == width || j == 0 || j == height) { | ||
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Transform wallInstance = (Transform) Instantiate(wall, new Vector3(i + position.x, j + position.y, 0), Quaternion.identity); | ||
wallInstance.SetParent(environment); | ||
} | ||
} | ||
} | ||
} | ||
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/** | ||
* Generate Horizontal platform beginning at position | ||
*/ | ||
private void generatePlatform(int width, Vector2 position) { | ||
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for (int i = 0; i <= width; i++) { | ||
Transform wallInstance = (Transform) Instantiate(wall, new Vector3(i + position.x, position.y, 0), Quaternion.identity); | ||
wallInstance.SetParent(environment); | ||
} | ||
} | ||
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/** | ||
* Instantiate the player and camera at given spawn position | ||
*/ | ||
private void spawnPlayer(Vector2 spawnPosition) { | ||
Transform playerInstance = (Transform) Instantiate (player, new Vector3 (spawnPosition.x, spawnPosition.y, 0), Quaternion.identity); | ||
Transform playerCameraInstance = (Transform) Instantiate (playerCamera, new Vector3 (spawnPosition.x, spawnPosition.y, playerCamera.position.z), Quaternion.identity); | ||
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playerCameraInstance.SetParent (playerInstance); | ||
} | ||
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/** | ||
* Save the current scene to a scene file | ||
* Stores all previously instantiated GameObject | ||
*/ | ||
private void saveGeneratedScene(string path) { | ||
// path example : "./Assets/Scene/test.unity" | ||
EditorApplication.SaveScene (path); | ||
} | ||
} | ||
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#2 for the platform part