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Random Energy spawn works, more assets

Priz 4 dienas atpakaļ
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revīzija
39474d2058
100 mainītis faili ar 4242 papildinājumiem un 175 dzēšanām
  1. 25 2
      GAMEN3-ValleyRunner_SanTi036/Assets/Darth_Artisan/Free_Trees/Prefabs/Fir_Tree.prefab
  2. 25 2
      GAMEN3-ValleyRunner_SanTi036/Assets/Darth_Artisan/Free_Trees/Prefabs/Palm_Tree.prefab
  3. 25 2
      GAMEN3-ValleyRunner_SanTi036/Assets/Darth_Artisan/Free_Trees/Prefabs/Poplar_Tree.prefab
  4. 3 1
      GAMEN3-ValleyRunner_SanTi036/Assets/Prefabs/Energy Orb.prefab
  5. 8 0
      GAMEN3-ValleyRunner_SanTi036/Assets/Scenes/Game.meta
  6. 0 35
      GAMEN3-ValleyRunner_SanTi036/Assets/Scenes/Game.unity
  7. BIN
      GAMEN3-ValleyRunner_SanTi036/Assets/Scenes/Game/NavMesh-Mesh.asset
  8. 8 0
      GAMEN3-ValleyRunner_SanTi036/Assets/Scenes/Game/NavMesh-Mesh.asset.meta
  9. 0 118
      GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/EnemyAiTutorial.cs
  10. 0 2
      GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/EnemyAiTutorial.cs.meta
  11. 17 12
      GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/GameManager.cs
  12. 88 0
      GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/OrbSpawner.cs
  13. 2 0
      GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/OrbSpawner.cs.meta
  14. 1 1
      GAMEN3-ValleyRunner_SanTi036/Assets/Skybox.mat
  15. 8 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin.meta
  16. 5 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials.meta
  17. 89 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/brick_01.mat
  18. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/brick_01.mat.meta
  19. 85 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/brick_01_s.mat
  20. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/brick_01_s.mat.meta
  21. 89 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/door_01.mat
  22. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/door_01.mat.meta
  23. 35 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/door_01_s.mat
  24. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/door_01_s.mat.meta
  25. 91 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/floor_01.mat
  26. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/floor_01.mat.meta
  27. 85 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/floor_01_s.mat
  28. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/floor_01_s.mat.meta
  29. 97 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/glass_01.mat
  30. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/glass_01.mat.meta
  31. 86 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/glass_01_s.mat
  32. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/glass_01_s.mat.meta
  33. 87 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/glass_02.mat
  34. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/glass_02.mat.meta
  35. 85 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/glass_02_s.mat
  36. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/glass_02_s.mat.meta
  37. 85 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/grey_01.mat
  38. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/grey_01.mat.meta
  39. 90 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/grid_01.mat
  40. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/grid_01.mat.meta
  41. 88 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/oldMetal_01.mat
  42. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/oldMetal_01.mat.meta
  43. 85 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/oldMetal_01_s.mat
  44. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/oldMetal_01_s.mat.meta
  45. 89 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/oldWood_01.mat
  46. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/oldWood_01.mat.meta
  47. 85 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/oldWood_01_s.mat
  48. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/oldWood_01_s.mat.meta
  49. 89 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/roof_02.mat
  50. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/roof_02.mat.meta
  51. 85 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/roof_02_s.mat
  52. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/roof_02_s.mat.meta
  53. 87 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/roughWood_01.mat
  54. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/roughWood_01.mat.meta
  55. 85 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/roughWood_01_s.mat
  56. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/roughWood_01_s.mat.meta
  57. 88 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/smoothStone_01.mat
  58. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/smoothStone_01.mat.meta
  59. 85 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/smoothStone_01_s.mat
  60. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/smoothStone_01_s.mat.meta
  61. 89 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/smoothStone_02.mat
  62. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/smoothStone_02.mat.meta
  63. 85 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/smoothStone_02_s.mat
  64. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/smoothStone_02_s.mat.meta
  65. 88 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/timber_01.mat
  66. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/timber_01.mat.meta
  67. 85 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/timber_01_s.mat
  68. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/timber_01_s.mat.meta
  69. 85 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/topFloor_01.mat
  70. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/topFloor_01.mat.meta
  71. 85 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPLanks_05_s.mat
  72. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPLanks_05_s.mat.meta
  73. 89 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPlanks_02.mat
  74. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPlanks_02.mat.meta
  75. 85 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPlanks_02_s.mat
  76. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPlanks_02_s.mat.meta
  77. 89 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPlanks_03.mat
  78. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPlanks_03.mat.meta
  79. 85 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPlanks_03_s.mat
  80. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPlanks_03_s.mat.meta
  81. 85 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPlanks_04.mat
  82. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPlanks_04.mat.meta
  83. 89 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPlanks_05.mat
  84. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPlanks_05.mat.meta
  85. 89 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPlanks_06.mat
  86. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPlanks_06.mat.meta
  87. 85 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPlanks_06_s.mat
  88. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/woodPlanks_06_s.mat.meta
  89. 89 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/wood_02.mat
  90. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/wood_02.mat.meta
  91. 85 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/wood_02_s.mat
  92. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/wood_02_s.mat.meta
  93. 88 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/wood_02b.mat
  94. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/wood_02b.mat.meta
  95. 85 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/wood_02b_s.mat
  96. 11 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Materials/wood_02b_s.mat.meta
  97. 5 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Models.meta
  98. 8 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Models/Materials.meta
  99. 136 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Models/Materials/DIF_floor_01.mat
  100. 8 0
      GAMEN3-ValleyRunner_SanTi036/Assets/the_wood_cabin/Models/Materials/DIF_floor_01.mat.meta

+ 25 - 2
GAMEN3-ValleyRunner_SanTi036/Assets/Darth_Artisan/Free_Trees/Prefabs/Fir_Tree.prefab

@@ -11,6 +11,7 @@ GameObject:
   - component: {fileID: 471828}
   - component: {fileID: 3384114}
   - component: {fileID: 2377290}
+  - component: {fileID: 7859205460465317334}
   m_Layer: 0
   m_Name: Fir_Tree
   m_TagString: Untagged
@@ -26,7 +27,7 @@ Transform:
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   m_GameObject: {fileID: 192044}
   serializedVersion: 2
-  m_LocalRotation: {x: 0.000000021855694, y: 0, z: -0, w: 1}
+  m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
   m_LocalPosition: {x: 0, y: 0, z: 0}
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
@@ -64,7 +65,7 @@ MeshRenderer:
   m_RenderingLayerMask: 1
   m_RendererPriority: 0
   m_Materials:
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+  - {fileID: 2100000, guid: 7ab977a21c92388468ee65ad1c0e5a78, type: 2}
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     subMeshCount: 0
@@ -86,3 +87,25 @@ MeshRenderer:
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   m_SortingOrder: 0
   m_AdditionalVertexStreams: {fileID: 0}
+--- !u!64 &7859205460465317334
+MeshCollider:
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+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
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+  m_Material: {fileID: 0}
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+  m_Convex: 0
+  m_CookingOptions: 30
+  m_Mesh: {fileID: 4300000, guid: d7ad634caa1c049d49b730cc6d29c683, type: 3}

+ 25 - 2
GAMEN3-ValleyRunner_SanTi036/Assets/Darth_Artisan/Free_Trees/Prefabs/Palm_Tree.prefab

@@ -11,6 +11,7 @@ GameObject:
   - component: {fileID: 481554}
   - component: {fileID: 3339706}
   - component: {fileID: 2355238}
+  - component: {fileID: 1568889355253542633}
   m_Layer: 0
   m_Name: Palm_Tree
   m_TagString: Untagged
@@ -26,7 +27,7 @@ Transform:
   m_PrefabAsset: {fileID: 0}
   m_GameObject: {fileID: 188006}
   serializedVersion: 2
-  m_LocalRotation: {x: 0.000000021855694, y: 0, z: -0, w: 1}
+  m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
   m_LocalPosition: {x: 0, y: 0, z: 0}
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
@@ -64,7 +65,7 @@ MeshRenderer:
   m_RenderingLayerMask: 1
   m_RendererPriority: 0
   m_Materials:
-  - {fileID: 15303, guid: 0000000000000000f000000000000000, type: 0}
+  - {fileID: 2100000, guid: 7ab977a21c92388468ee65ad1c0e5a78, type: 2}
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     subMeshCount: 0
@@ -86,3 +87,25 @@ MeshRenderer:
   m_SortingLayer: 0
   m_SortingOrder: 0
   m_AdditionalVertexStreams: {fileID: 0}
+--- !u!64 &1568889355253542633
+MeshCollider:
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+  m_PrefabInstance: {fileID: 0}
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+  m_Mesh: {fileID: 4300000, guid: 1e50ef3048667495d90210b70c070c6b, type: 3}

+ 25 - 2
GAMEN3-ValleyRunner_SanTi036/Assets/Darth_Artisan/Free_Trees/Prefabs/Poplar_Tree.prefab

@@ -11,6 +11,7 @@ GameObject:
   - component: {fileID: 413218}
   - component: {fileID: 3367454}
   - component: {fileID: 2393902}
+  - component: {fileID: 8200894684297962128}
   m_Layer: 0
   m_Name: Poplar_Tree
   m_TagString: Untagged
@@ -26,7 +27,7 @@ Transform:
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   m_GameObject: {fileID: 137650}
   serializedVersion: 2
-  m_LocalRotation: {x: 0.000000021855694, y: 0, z: -0, w: 1}
+  m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
   m_LocalPosition: {x: 0, y: 0, z: 0}
   m_LocalScale: {x: 1, y: 1, z: 1}
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@@ -64,7 +65,7 @@ MeshRenderer:
   m_RenderingLayerMask: 1
   m_RendererPriority: 0
   m_Materials:
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@@ -86,3 +87,25 @@ MeshRenderer:
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+--- !u!64 &8200894684297962128
+MeshCollider:
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+  m_PrefabAsset: {fileID: 0}
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+  m_Mesh: {fileID: 4300000, guid: 186ad8f063dbf430da4d56ebc0cb14e0, type: 3}

+ 3 - 1
GAMEN3-ValleyRunner_SanTi036/Assets/Prefabs/Energy Orb.prefab

@@ -66,7 +66,7 @@ MeshRenderer:
   m_RenderingLayerMask: 1
   m_RendererPriority: 0
   m_Materials:
-  - {fileID: 2100000, guid: 31321ba15b8f8eb4c954353edc038b1d, type: 2}
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@@ -121,3 +121,5 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: 66cf2fd97fe470546a023d8d5e163ba7, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
+  ID: 
+  Collected: 0

+ 8 - 0
GAMEN3-ValleyRunner_SanTi036/Assets/Scenes/Game.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: d8dcd13e98c16ef479552224e712cb8a
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
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+  assetBundleVariant: 

Failā izmaiņas netiks attēlotas, jo tās ir par lielu
+ 0 - 35
GAMEN3-ValleyRunner_SanTi036/Assets/Scenes/Game.unity


BIN
GAMEN3-ValleyRunner_SanTi036/Assets/Scenes/Game/NavMesh-Mesh.asset


+ 8 - 0
GAMEN3-ValleyRunner_SanTi036/Assets/Scenes/Game/NavMesh-Mesh.asset.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 1721ed1d423f30b469bfd8ce5718c8b3
+NativeFormatImporter:
+  externalObjects: {}
+  mainObjectFileID: 23800000
+  userData: 
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+ 0 - 118
GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/EnemyAiTutorial.cs

@@ -1,118 +0,0 @@
-
-using UnityEngine;
-using UnityEngine.AI;
-
-public class EnemyAiTutorial : MonoBehaviour
-{
-    public NavMeshAgent agent;
-
-    public Transform player;
-
-    public LayerMask whatIsGround, whatIsPlayer;
-
-    public float health;
-
-    //Patroling
-    public Vector3 walkPoint;
-    bool walkPointSet;
-    public float walkPointRange;
-
-    //Attacking
-    public float timeBetweenAttacks;
-    bool alreadyAttacked;
-    public GameObject projectile;
-
-    //States
-    public float sightRange, attackRange;
-    public bool playerInSightRange, playerInAttackRange;
-
-    private void Awake()
-    {
-        player = GameObject.Find("PlayerObj").transform;
-        agent = GetComponent<NavMeshAgent>();
-    }
-
-    private void Update()
-    {
-        //Check for sight and attack range
-        playerInSightRange = Physics.CheckSphere(transform.position, sightRange, whatIsPlayer);
-        playerInAttackRange = Physics.CheckSphere(transform.position, attackRange, whatIsPlayer);
-
-        if (!playerInSightRange && !playerInAttackRange) Patroling();
-        if (playerInSightRange && !playerInAttackRange) ChasePlayer();
-        if (playerInAttackRange && playerInSightRange) AttackPlayer();
-    }
-
-    private void Patroling()
-    {
-        if (!walkPointSet) SearchWalkPoint();
-
-        if (walkPointSet)
-            agent.SetDestination(walkPoint);
-
-        Vector3 distanceToWalkPoint = transform.position - walkPoint;
-
-        //Walkpoint reached
-        if (distanceToWalkPoint.magnitude < 1f)
-            walkPointSet = false;
-    }
-    private void SearchWalkPoint()
-    {
-        //Calculate random point in range
-        float randomZ = Random.Range(-walkPointRange, walkPointRange);
-        float randomX = Random.Range(-walkPointRange, walkPointRange);
-
-        walkPoint = new Vector3(transform.position.x + randomX, transform.position.y, transform.position.z + randomZ);
-
-        if (Physics.Raycast(walkPoint, -transform.up, 2f, whatIsGround))
-            walkPointSet = true;
-    }
-
-    private void ChasePlayer()
-    {
-        agent.SetDestination(player.position);
-    }
-
-    private void AttackPlayer()
-    {
-        //Make sure enemy doesn't move
-        agent.SetDestination(transform.position);
-
-        transform.LookAt(player);
-
-        if (!alreadyAttacked)
-        {
-            ///Attack code here
-            Rigidbody rb = Instantiate(projectile, transform.position, Quaternion.identity).GetComponent<Rigidbody>();
-            rb.AddForce(transform.forward * 32f, ForceMode.Impulse);
-            rb.AddForce(transform.up * 8f, ForceMode.Impulse);
-            ///End of attack code
-
-            alreadyAttacked = true;
-            Invoke(nameof(ResetAttack), timeBetweenAttacks);
-        }
-    }
-    private void ResetAttack()
-    {
-        alreadyAttacked = false;
-    }
-
-    public void TakeDamage(int damage)
-    {
-        health -= damage;
-
-        if (health <= 0) Invoke(nameof(DestroyEnemy), 0.5f);
-    }
-    private void DestroyEnemy()
-    {
-        Destroy(gameObject);
-    }
-
-    private void OnDrawGizmosSelected()
-    {
-        Gizmos.color = Color.red;
-        Gizmos.DrawWireSphere(transform.position, attackRange);
-        Gizmos.color = Color.yellow;
-        Gizmos.DrawWireSphere(transform.position, sightRange);
-    }
-}

+ 0 - 2
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@@ -1,2 +0,0 @@
-fileFormatVersion: 2
-guid: 11fe4e211bd6c9849b3103ac8e521728

+ 17 - 12
GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/GameManager.cs

@@ -1,6 +1,7 @@
-using UnityEngine;
-using TMPro;
 using System.Collections;
+using System.Collections.Generic;
+using TMPro;
+using UnityEngine;
 using UnityEngine.SceneManagement;
 
 public class GameManager : MonoBehaviour
@@ -13,6 +14,9 @@ public class GameManager : MonoBehaviour
     public int totalOrbs = 20;
     private int collectedOrbs = 0;
 
+    // CHANGED: From Array to List to allow dynamic adding
+    public List<EnergyOrb> allOrbs = new List<EnergyOrb>();
+
     [Header("UI")]
     public TMP_Text orbsCounter;
     public TMP_Text timertext;
@@ -21,7 +25,7 @@ public class GameManager : MonoBehaviour
     public float timeRemaining = 60f;
     private bool gameOver = false;
 
-    public EnergyOrb[] allOrbs;
+    //public EnergyOrb[] allOrbs;
 
 
     [Header("References")]
@@ -46,7 +50,7 @@ public class GameManager : MonoBehaviour
 
     void Start()
     {
-        allOrbs = FindObjectsOfType<EnergyOrb>();
+        //allOrbs = FindObjectsOfType<EnergyOrb>();
         UpdateOrbUI();
         UpdateTimerUI();
     }
@@ -132,15 +136,19 @@ public class GameManager : MonoBehaviour
         Debug.Log("YOU LOSE!");
     }
 
+    public void RegisterOrbs(List<EnergyOrb> newOrbs)
+    {
+        allOrbs.AddRange(newOrbs);
+        totalOrbs = allOrbs.Count; // Sync the total count
+        UpdateOrbUI();
+    }
+
     public void StartNewGame()
     {
         gameOver = false;
-
-        // Reseting the timer
         timeRemaining = 60f;
         UpdateTimerUI();
 
-        // Reseting all of the orbs
         foreach (var orb in allOrbs)
         {
             orb.Collected = false;
@@ -149,13 +157,10 @@ public class GameManager : MonoBehaviour
         collectedOrbs = 0;
         UpdateOrbUI();
 
-        // Reset the player position and rotation
         if (player != null)
         {
             player.transform.position = Vector3.zero;
             player.transform.rotation = Quaternion.identity;
-
-            // Reset stamina
             player.Stamina = player.maxStamina;
         }
     }
@@ -223,12 +228,12 @@ public class GameManager : MonoBehaviour
         UpdateTimerUI();
 
         // Restore all of the orbs
-        for (int i = 0; i < allOrbs.Length; i++)
+        for (int i = 0; i < allOrbs.Count; i++)
         {
             allOrbs[i].Collected = data.orbs[i].collected;
             allOrbs[i].gameObject.SetActive(!data.orbs[i].collected);
         }
-
+        
         collectedOrbs = data.orbsCollected;
         UpdateOrbUI();
     }

+ 88 - 0
GAMEN3-ValleyRunner_SanTi036/Assets/Scripts/OrbSpawner.cs

@@ -0,0 +1,88 @@
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+
+public class OrbSpawner : MonoBehaviour
+{
+    [Header("Spawn Settings")]
+    public GameObject orbPrefab; // Assign your EnergyOrb prefab here
+    public int numberOfOrbsToSpawn = 20;
+    public Vector2 spawnAreaSize = new Vector2(200, 200); // How wide the spread is
+    public float heightOffset = 1.0f; // How high above the ground the orb floats
+    public LayerMask terrainLayer; // Assign the layer your Terrain/Map is on
+
+    [Header("Raycast Settings")]
+    public float raycastStartHeight = 500f; // Start looking from this height
+
+    void Start()
+    {
+        Debug.Log("OrbSpawner Start() called");
+        StartCoroutine(SpawnOrbsRoutine());
+    }
+
+
+    IEnumerator SpawnOrbsRoutine()
+    {
+        // Optional: Wait for map generator if it's slow
+        yield return new WaitForSecondsRealtime(0.5f);
+
+
+        List<EnergyOrb> spawnedOrbs = new List<EnergyOrb>();
+
+        for (int i = 0; i < numberOfOrbsToSpawn; i++)
+        {
+            Vector3 spawnPos = GetValidSpawnPosition();
+
+            if (spawnPos != Vector3.zero)
+            {
+                GameObject newOrbObj = Instantiate(orbPrefab, spawnPos, Quaternion.identity);
+                EnergyOrb newOrb = newOrbObj.GetComponent<EnergyOrb>();
+                Debug.Log("Work");
+
+                // Assign a unique ID if it doesn't have one (for saving)
+                if (string.IsNullOrEmpty(newOrb.ID))
+                    newOrb.ID = "Orb_" + System.Guid.NewGuid().ToString();
+
+                spawnedOrbs.Add(newOrb);
+            }
+        }
+
+        // Register these orbs to the GameManager
+        if (GameManager.Instance != null)
+        {
+            GameManager.Instance.RegisterOrbs(spawnedOrbs);
+        }
+    }
+
+    Vector3 GetValidSpawnPosition()
+    {
+        int maxAttempts = 10;
+        Vector3 center = transform.position;
+
+        for (int i = 0; i < maxAttempts; i++)
+        {
+            float randomX = Random.Range(
+                center.x - spawnAreaSize.x / 2,
+                center.x + spawnAreaSize.x / 2
+            );
+
+            float randomZ = Random.Range(
+                center.z - spawnAreaSize.y / 2,
+                center.z + spawnAreaSize.y / 2
+            );
+
+            Vector3 rayStart = new Vector3(randomX, raycastStartHeight, randomZ);
+
+            Debug.DrawRay(rayStart, Vector3.down * 1000f, Color.red, 5f);
+
+            if (Physics.Raycast(rayStart, Vector3.down, out RaycastHit hit, 1000f))
+            {
+                return hit.point + Vector3.up * heightOffset;
+            }
+        }
+
+        Debug.LogWarning("OrbSpawner: Failed to find valid spawn position");
+        return Vector3.zero;
+    }
+
+}

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