Chess-II-Counterattack/Assets/Scripts/SpawnerManager.cs
Gerard Gascón 78b901484a init
2025-04-24 17:43:50 +02:00

117 lines
4.8 KiB
C#

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