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breakpilot-pwa/breakpilot-drive/UnityScripts/Track/TrackGenerator.cs
Benjamin Admin 21a844cb8a fix: Restore all files lost during destructive rebase
A previous `git pull --rebase origin main` dropped 177 local commits,
losing 3400+ files across admin-v2, backend, studio-v2, website,
klausur-service, and many other services. The partial restore attempt
(660295e2) only recovered some files.

This commit restores all missing files from pre-rebase ref 98933f5e
while preserving post-rebase additions (night-scheduler, night-mode UI,
NightModeWidget dashboard integration).

Restored features include:
- AI Module Sidebar (FAB), OCR Labeling, OCR Compare
- GPU Dashboard, RAG Pipeline, Magic Help
- Klausur-Korrektur (8 files), Abitur-Archiv (5+ files)
- Companion, Zeugnisse-Crawler, Screen Flow
- Full backend, studio-v2, website, klausur-service
- All compliance SDKs, agent-core, voice-service
- CI/CD configs, documentation, scripts

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-09 09:51:32 +01:00

234 lines
7.0 KiB
C#

// ==============================================
// TrackGenerator.cs - Endlose Streckengenerierung
// ==============================================
// Erzeugt endlose Streckenabschnitte durch
// Object-Pooling und Recycling.
using System.Collections.Generic;
using UnityEngine;
namespace BreakpilotDrive
{
public class TrackGenerator : MonoBehaviour
{
public static TrackGenerator Instance { get; private set; }
[Header("Track Prefabs")]
[SerializeField] private GameObject[] trackSegmentPrefabs; // Verschiedene Streckenabschnitte
[SerializeField] private GameObject startSegmentPrefab; // Start-Segment
[Header("Generierung")]
[SerializeField] private float segmentLength = 50f; // Laenge eines Segments
[SerializeField] private int visibleSegments = 5; // Anzahl sichtbarer Segmente
[SerializeField] private float despawnDistance = -20f; // Wann Segment recycelt wird
[Header("Bewegung")]
[SerializeField] private float baseSpeed = 10f; // Basis-Geschwindigkeit
private float currentSpeed;
// Object Pool
private List<GameObject> activeSegments = new List<GameObject>();
private Queue<GameObject> segmentPool = new Queue<GameObject>();
// Position
private float nextSpawnZ = 0f;
void Awake()
{
if (Instance == null)
{
Instance = this;
}
else
{
Destroy(gameObject);
}
}
void Start()
{
currentSpeed = baseSpeed;
// Geschwindigkeit von Difficulty laden
if (GameManager.Instance?.DifficultySettings != null)
{
currentSpeed = GameManager.Instance.DifficultySettings.lane_speed;
}
// Initiale Segmente erstellen
InitializeTrack();
}
void Update()
{
if (GameManager.Instance?.CurrentState != GameState.Playing)
return;
// Segmente bewegen
MoveSegments();
// Alte Segmente recyceln
RecycleSegments();
// Neue Segmente spawnen
SpawnSegmentsIfNeeded();
}
// ==============================================
// Initialisierung
// ==============================================
private void InitializeTrack()
{
nextSpawnZ = 0f;
// Start-Segment
if (startSegmentPrefab != null)
{
SpawnSegment(startSegmentPrefab);
}
// Weitere Segmente fuer sichtbaren Bereich
for (int i = 0; i < visibleSegments; i++)
{
SpawnRandomSegment();
}
}
// ==============================================
// Segment-Spawning
// ==============================================
private void SpawnRandomSegment()
{
if (trackSegmentPrefabs == null || trackSegmentPrefabs.Length == 0)
{
Debug.LogWarning("Keine Track-Segment-Prefabs zugewiesen!");
return;
}
int index = Random.Range(0, trackSegmentPrefabs.Length);
SpawnSegment(trackSegmentPrefabs[index]);
}
private void SpawnSegment(GameObject prefab)
{
GameObject segment;
// Aus Pool holen oder neu erstellen
if (segmentPool.Count > 0)
{
segment = segmentPool.Dequeue();
segment.SetActive(true);
}
else
{
segment = Instantiate(prefab, transform);
}
// Position setzen
segment.transform.position = new Vector3(0, 0, nextSpawnZ);
nextSpawnZ += segmentLength;
activeSegments.Add(segment);
// Hindernisse und Items auf Segment spawnen
ObstacleSpawner.Instance?.SpawnOnSegment(segment, nextSpawnZ - segmentLength);
}
private void SpawnSegmentsIfNeeded()
{
// Pruefe ob wir mehr Segmente brauchen
float playerZ = 0; // Spieler ist bei Z=0, Welt bewegt sich
float maxVisibleZ = playerZ + (visibleSegments * segmentLength);
while (nextSpawnZ < maxVisibleZ)
{
SpawnRandomSegment();
}
}
// ==============================================
// Bewegung
// ==============================================
private void MoveSegments()
{
Vector3 movement = Vector3.back * currentSpeed * Time.deltaTime;
foreach (var segment in activeSegments)
{
segment.transform.position += movement;
}
// Auch nextSpawnZ anpassen
nextSpawnZ -= currentSpeed * Time.deltaTime;
}
// ==============================================
// Recycling
// ==============================================
private void RecycleSegments()
{
for (int i = activeSegments.Count - 1; i >= 0; i--)
{
if (activeSegments[i].transform.position.z < despawnDistance)
{
RecycleSegment(activeSegments[i]);
activeSegments.RemoveAt(i);
}
}
}
private void RecycleSegment(GameObject segment)
{
// Kinder-Objekte (Hindernisse, Items) entfernen
foreach (Transform child in segment.transform)
{
if (child.CompareTag("Obstacle") || child.CompareTag("Coin") ||
child.CompareTag("Star") || child.CompareTag("QuizTrigger"))
{
Destroy(child.gameObject);
}
}
// Segment deaktivieren und zurueck in Pool
segment.SetActive(false);
segmentPool.Enqueue(segment);
}
// ==============================================
// Geschwindigkeit
// ==============================================
public void SetSpeed(float speed)
{
currentSpeed = speed;
}
public float GetSpeed()
{
return currentSpeed;
}
public void IncreaseSpeed(float amount)
{
currentSpeed += amount;
}
// ==============================================
// Reset
// ==============================================
public void ResetTrack()
{
// Alle aktiven Segmente recyceln
foreach (var segment in activeSegments)
{
RecycleSegment(segment);
}
activeSegments.Clear();
// Neu initialisieren
nextSpawnZ = 0f;
currentSpeed = baseSpeed;
InitializeTrack();
}
}
}