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117
Assets/Scripts/SpawnerManager.cs
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117
Assets/Scripts/SpawnerManager.cs
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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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public class SpawnerManager : MonoBehaviour{
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[SerializeField] Vector3 offset;
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[SerializeField] Vector3 size;
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[Range(.25f, 10f)] [SerializeField] float spaceBetweenPoints = 1.25f;
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[Range(.15f, 5f)] [SerializeField] float gizmosSphereSize = .15f;
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[SerializeField] LayerMask whatPositionIsOccuped;
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[Space]
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[SerializeField] int initialNumberToSpawn = 5;
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[SerializeField] int numberToSpawn;
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[SerializeField] string[] enemyTypes;
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List<Vector3> possiblePositions;
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void Awake(){
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possiblePositions = new List<Vector3>();
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for (int i = 0; i < (size.z / spaceBetweenPoints); i++){
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for (int j = 0; j < (size.x / spaceBetweenPoints); j++){
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Vector3 pos = (new Vector3(offset.x - (size.x / 2), offset.y, offset.z - (size.z / 2)) + new Vector3(spaceBetweenPoints * j, 0, spaceBetweenPoints * i));
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possiblePositions.Add(pos);
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}
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}
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}
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// Start is called before the first frame update
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void Start(){
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StartCoroutine(InitialSpawn());
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}
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IEnumerator InitialSpawn(){
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List<Vector3> pawnsPositions = new List<Vector3>();
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while (pawnsPositions.Count < initialNumberToSpawn){
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Vector3 possiblePosition = possiblePositions[Random.Range(0, possiblePositions.Count)];
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if (!pawnsPositions.Contains(possiblePosition)){
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pawnsPositions.Add(possiblePosition);
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}
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}
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foreach (Vector3 pos in pawnsPositions){
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yield return new WaitForSeconds(Random.Range(0, .02f));
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ObjectPooler.instance.SpawnFromPool(enemyTypes[0].ToString(), pos, Quaternion.identity);
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}
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List<Vector3> rookPositions = new List<Vector3>();
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while (rookPositions.Count < initialNumberToSpawn){
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Vector3 possiblePosition = possiblePositions[Random.Range(0, possiblePositions.Count)];
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if (!rookPositions.Contains(possiblePosition)){
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rookPositions.Add(possiblePosition);
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}
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}
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foreach (Vector3 pos in rookPositions){
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yield return new WaitForSeconds(Random.Range(0, .02f));
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ObjectPooler.instance.SpawnFromPool(enemyTypes[1].ToString(), pos, Quaternion.identity);
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}
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List<Vector3> knightPositions = new List<Vector3>();
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while (knightPositions.Count < initialNumberToSpawn){
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Vector3 possiblePosition = possiblePositions[Random.Range(0, possiblePositions.Count)];
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if (!knightPositions.Contains(possiblePosition)){
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knightPositions.Add(possiblePosition);
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}
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}
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foreach (Vector3 pos in knightPositions){
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yield return new WaitForSeconds(Random.Range(0, .02f));
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ObjectPooler.instance.SpawnFromPool(enemyTypes[2].ToString(), pos, Quaternion.identity);
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}
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List<Vector3> bishopPositions = new List<Vector3>();
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while (bishopPositions.Count < initialNumberToSpawn){
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Vector3 possiblePosition = possiblePositions[Random.Range(0, possiblePositions.Count)];
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if (!bishopPositions.Contains(possiblePosition)){
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bishopPositions.Add(possiblePosition);
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}
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}
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foreach (Vector3 pos in bishopPositions){
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yield return new WaitForSeconds(Random.Range(0, .02f));
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ObjectPooler.instance.SpawnFromPool(enemyTypes[3].ToString(), pos, Quaternion.identity);
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}
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}
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// Update is called once per frame
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void Update(){
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}
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public IEnumerator Spawn(){
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List<Vector3> positions = new List<Vector3>();
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while (positions.Count < numberToSpawn){
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Vector3 possiblePosition = possiblePositions[Random.Range(0, possiblePositions.Count)];
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if(!Physics.CheckSphere(possiblePosition, .3f, whatPositionIsOccuped)){
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if (!positions.Contains(possiblePosition)){
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positions.Add(possiblePosition);
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}
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}
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}
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foreach (Vector3 pos in positions){
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yield return new WaitForSeconds(Random.Range(0, .02f));
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ObjectPooler.instance.SpawnFromPool(enemyTypes[Mathf.RoundToInt(Random.Range(0, 300) / 100)].ToString(), pos, Quaternion.identity);
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}
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}
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void OnDrawGizmosSelected(){
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if (!Application.isPlaying){
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Gizmos.DrawWireCube(offset, size);
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for (int i = 0; i < (size.z / spaceBetweenPoints); i++){
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for (int j = 0; j < (size.x / spaceBetweenPoints); j++){
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Vector3 pos = (new Vector3(offset.x - (size.x / 2), offset.y, offset.z - (size.z / 2)) + new Vector3(spaceBetweenPoints * j, 0, spaceBetweenPoints * i));
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Gizmos.DrawSphere(pos, gizmosSphereSize);
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}
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}
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}
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}
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}
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