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Question by croofixofficial · Nov 11, 2021 at 04:42 PM · programmingprogramming-basics

Based on player position - type of spawning tiles.

Hello

I would like to make an endless falling game where player is falling in some kind of mining shaft. But I really don't know how to implement, based on high level, tiles. For example if player position on y <= 0 & >= -90 spawning tile should be Tile0. If player position on y < -90 & >= -180 spawning tile should be Tile1. If player position on y < -180 & >= -270 spawning tile should be Tile2.

There is my code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class TileManager : MonoBehaviour
 {
     public GameObject[] tilePrefabs;
     public float ySpawn = 0;
     public float tileLength = 10;
     public int numberOfTiles = 5;
     private List<GameObject> activeTiles = new List<GameObject>();
 
     public Transform playerTransform;
 
     // Start is called before the first frame update
     void Start()
     {
         for(int i=0; i < numberOfTiles; i++)
         {
             if (i <= 0)
                 SpawnTile(0);
             else
                 SpawnTile(Random.Range(0, tilePrefabs.Length));
         }
     }
 
     // Update is called once per frame
     void Update()
     {
         if(playerTransform.position.y + 15 < -(ySpawn - (numberOfTiles * tileLength)))
         {
             SpawnTile(Random.Range(0, tilePrefabs.Length));
             DeleteTile();
         }
     }
 
     public void SpawnTile(int tileIndex)
     {
         GameObject go=Instantiate(tilePrefabs[tileIndex], -transform.up * ySpawn, transform.rotation * Quaternion.Euler(90, 180, 0));
         activeTiles.Add(go);
         ySpawn += tileLength;
     }
     private void DeleteTile()
     {
         Destroy(activeTiles[0]);
         activeTiles.RemoveAt(0);
     }
 }
 

Thanks :)

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