using UnityEngine; using System.Collections; using System.Collections.Generic; using DentedPixel; public class PathSplineEndless : MonoBehaviour { public GameObject trackTrailRenderers; public GameObject car; public GameObject carInternal; public GameObject[] cubes; private int cubesIter; public GameObject[] trees; private int treesIter; public float randomIterWidth = 0.1f; private LTSpline track; private List trackPts = new List(); private int zIter = 0; private float carIter = 0f; private float carAdd; private int trackMaxItems = 15; private int trackIter = 1; private float pushTrackAhead = 0f; private float randomIter = 0f; void Start () { // Setup initial track points for(int i = 0; i < 4; i++){ addRandomTrackPoint(); } refreshSpline(); // Animate in track ahead of the car LeanTween.value(gameObject, 0, 0.3f, 2f).setOnUpdate( ( float val )=>{ pushTrackAhead = val; }); } void Update () { float zLastDist = (trackPts[ trackPts.Count - 1].z - transform.position.z); if(zLastDist < 200f){ // if the last node is too close we'll add in a new point and refresh the spline addRandomTrackPoint(); refreshSpline(); } // Update avatar's position on correct track track.place( car.transform, carIter ); carIter += carAdd * Time.deltaTime; // we'll place the trail renders always a bit in front of the car track.place( trackTrailRenderers.transform, carIter + pushTrackAhead ); // Switch tracks on keyboard input float turn = Input.GetAxis("Horizontal"); if(Input.anyKeyDown){ if(turn<0f && trackIter>0){ trackIter--; playSwish(); }else if(turn>0f && trackIter < 2){ // We have three track "rails" so stopping it from going above 3 trackIter++; playSwish(); } // Move the internal local x of the car to simulate changing tracks LeanTween.moveLocalX(carInternal, (trackIter-1)*6f, 0.3f).setEase(LeanTweenType.easeOutBack); } } // Simple object queuing system GameObject objectQueue( GameObject[] arr, ref int lastIter ){ lastIter = lastIter>=arr.Length-1 ? 0 : lastIter+1; // Reset scale and rotation for a new animation arr[ lastIter ].transform.localScale = Vector3.one; arr[ lastIter ].transform.rotation = Quaternion.identity; return arr[ lastIter ]; } void addRandomTrackPoint(){ float randX = Mathf.PerlinNoise(0f, randomIter); randomIter += randomIterWidth; Vector3 randomInFrontPosition = new Vector3( (randX-0.5f)*20f, 0f, zIter*40f); // placing the box is just to visualize how the paths get created GameObject box = objectQueue( cubes, ref cubesIter ); box.transform.position = randomInFrontPosition; // Line the roads with trees GameObject tree = objectQueue( trees, ref treesIter ); float treeX = zIter%2==0 ? -15f : 15f; tree.transform.position = new Vector3( randomInFrontPosition.x + treeX, 0f, zIter*40f); // Animate in new tree (just for fun) LeanTween.rotateAround( tree, Vector3.forward, 0f, 1f).setFrom( zIter%2==0 ? 180f : -180f).setEase(LeanTweenType.easeOutBack); trackPts.Add( randomInFrontPosition ); // Add a future spline node if(trackPts.Count > trackMaxItems) trackPts.RemoveAt(0); // Remove the trailing spline node zIter++; } void refreshSpline(){ track = new LTSpline( trackPts.ToArray() ); carIter = track.ratioAtPoint( car.transform.position ); // we created a new spline so we need to update the cars iteration point on this new spline // Debug.Log("distance:"+track.distance+" carIter:"+carIter); carAdd = 40f / track.distance; // we want to make sure the speed is based on the distance of the spline for a more constant speed } // Make your own LeanAudio sounds at http://leanaudioplay.dentedpixel.com void playSwish(){ AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(0f, 0.005464481f, 1.83897f, 0f), new Keyframe(0.1114856f, 2.281785f, 0f, 0f), new Keyframe(0.2482903f, 2.271654f, 0f, 0f), new Keyframe(0.3f, 0.01670286f, 0f, 0f)); AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(0f, 0.00136725f, 0f, 0f), new Keyframe(0.1482391f, 0.005405405f, 0f, 0f), new Keyframe(0.2650336f, 0.002480127f, 0f, 0f)); AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, LeanAudio.options().setVibrato( new Vector3[]{ new Vector3(0.2f,0.5f,0f)} ).setWaveNoise().setWaveNoiseScale(1000)); LeanAudio.play( audioClip ); //a:fvb:8,,.00136725,,,.1482391,.005405405,,,.2650336,.002480127,,,8~8,,.005464481,1.83897,,.1114856,2.281785,,,.2482903,2.271654,,,.3,.01670286,,,8~.2,.5,,~~0~~3,1000,1 } }