Änderungen am 18.03.2025 in der Schule getroffen.
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@@ -1,23 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// Platform destroyer
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/// Original script found in: https://stackoverflow.com/questions/75924903/instantiating-and-destroying-unity-prefabs.
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/// </summary>
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public class OffScreenDestroyPlatform : MonoBehaviour
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{
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    public static Vector2? screenBounds;
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    private void FixedUpdate()
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		||||
    {
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		||||
        if (screenBounds == null) screenBounds = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height, Camera.main.transform.position.z));
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        if (transform.position.x < screenBounds.Value.x * 5)
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        {
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            Destroy(gameObject);
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        }
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    }
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}
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@@ -1,11 +0,0 @@
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@@ -1,42 +0,0 @@
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using UnityEngine;
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/// <summary>
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/// Platform generator logic
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/// Original Guide on YouTube link: https://www.youtube.com/watch?v=NtY_R0g8L8E.
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/// </summary>
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public class PlatformGenerator : MonoBehaviour
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{
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    /*
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    [SerializeField] private Transform platformStart;
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    [SerializeField] private System.Collections.Generic.List<Transform> platformList;
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    [SerializeField] Vector2 nextSpawnPos;
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    private Vector2 lastEndPosition;
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    private void Awake()
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    {
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        Vector2 positionPlat = platformStart.Find("Endposition").position;
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        lastEndPosition = positionPlat;
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        int startingSpawnLevelPlat = 5;
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        for (int i = 0; i < startingSpawnLevelPlat; i++)
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        {
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            SpawnLevelPlat();
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        }
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    }
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    private void SpawnLevelPlat()
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    {
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        // Platform is choosed different
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        Transform currentPlat = platformList[Random.Range(0, platformList.Count)];
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        // Platform spawns
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        Transform lastLevelPlatTransform = SpawnLevelPlat(currentPlat, lastEndPosition);
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        lastEndPosition = lastLevelPlatTransform.Find("EndPosition").position;
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    }
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    private Transform SpawnLevelPlat(Transform levelPlat, Vector2 spawnPosition)
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    {
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        Transform platformLevelTransform = Instantiate(levelPlat, spawnPosition, Quaternion.identity);
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        return platformLevelTransform;
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    }*/
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}
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@@ -1,23 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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		||||
/// Platform spawner
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		||||
/// Original script found in: https://stackoverflow.com/questions/75924903/instantiating-and-destroying-unity-prefabs.
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		||||
/// </summary>
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public class PlatformSpawner : MonoBehaviour
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		||||
{
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    [SerializeField] private int platformCount;
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    [SerializeField] private OffScreenDestroyPlatform platformPrefab;
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    void Start()
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    {
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        for (int i = 0; i < platformCount; i++) 
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        {
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            var spawnPosition = new Vector2(Random.Range(1f, 10f), Random.Range(-2f, 2f));
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            Instantiate(platformPrefab, spawnPosition, Quaternion.identity);
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        }
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		||||
    }
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		||||
}
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		||||
@@ -1,11 +0,0 @@
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@@ -12,7 +12,8 @@ public class SpawnScanner : MonoBehaviour
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		||||
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    private void Spawn()
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		||||
    {
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        Vector3 ggg = new Vector3(1f, 4f, 4f);
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		||||
        Instantiate(platform, ggg, Quaternion.identity);
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        float height = Random.Range(-2f, -1f);
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        Vector3 positionPLat = new Vector3(12f, height, 0f);
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        Instantiate(platform, positionPLat, Quaternion.identity);
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		||||
    }
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		||||
}
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		||||
 
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		||||
@@ -16,7 +16,7 @@ public class movePlatform : MonoBehaviour
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    // Update is called once per frame
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    void Update()
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    {
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        speed += acceleration * Time.deltaTime;
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        // speed += acceleration * Time.deltaTime;
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        transform.Translate(new Vector2(-1f, 0f) * speed * Time.deltaTime);
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		||||
    }
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		||||
}
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		||||
 
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