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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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using UnityEngine.SceneManagement;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// This class lets you randomly spawn objects within its bounds (defined by a 3D collider)
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/// </summary>
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[RequireComponent(typeof(Collider))]
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public class MMRandomBoundsInstantiator : MonoBehaviour
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{
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/// the possible start modes
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public enum StartModes { Awake, Start, None }
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/// the possible scale modes you can use to rescale objects
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public enum ScaleModes { Uniform, Vector3 }
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[Header("Random instantiation")]
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/// whether this instantiator should auto trigger on Awake, Start, or never
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public StartModes StartMode = StartModes.Awake;
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/// the name to give to the instantiated object
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public string InstantiatedObjectName = "RandomInstantiated";
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/// if this is true, the instantiated object will be parented to the spawner
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public bool ParentInstantiatedToThisObject = true;
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/// if this is true, every time InstantiateRandomObject is called, any previously instantiated object will be destroyed
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public bool DestroyPreviouslyInstantiatedObjects = true;
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[Header("Spawn")]
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/// the list containing all the objects that can potentially be instantiated
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public List<GameObject> RandomPool;
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/// the min and max bounds to use to determine a random quantity of objects to spawn
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[MMVector("Min", "Max")]
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public Vector2Int Quantity = new Vector2Int(1, 1);
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[Header("Scale")]
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/// the scale mode to use (uniform scales the whole object, Vector3 randomizes x, y and z scale elements
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public ScaleModes ScaleMode = ScaleModes.Uniform;
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/// the min scale to use in uniform mode
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[MMEnumCondition("ScaleMode", (int)ScaleModes.Uniform)]
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public float MinScale = 1f;
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/// the max scale to use in uniform mode
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[MMEnumCondition("ScaleMode", (int)ScaleModes.Uniform)]
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public float MaxScale = 1f;
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/// the min scale to use in vector3 mode
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[MMEnumCondition("ScaleMode", (int)ScaleModes.Vector3)]
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public Vector3 MinVectorScale = Vector3.one;
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/// the max scale to use in vector3 mode
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[MMEnumCondition("ScaleMode", (int)ScaleModes.Vector3)]
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public Vector3 MaxVectorScale = Vector3.one;
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[Header("Test")]
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/// a test button for your inspector
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[MMInspectorButton("Instantiate")]
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public bool InstantiateButton;
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protected Collider _collider;
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protected List<GameObject> _instantiatedGameObjects;
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protected Vector3 _newScale = Vector3.zero;
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/// <summary>
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/// On awake we instantiate if needed
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/// </summary>
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protected virtual void Awake()
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{
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_collider = this.gameObject.GetComponent<Collider>();
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if (StartMode == StartModes.Awake)
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{
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Instantiate();
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}
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}
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/// <summary>
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/// On Start we instantiate if needed
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/// </summary>
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protected virtual void Start()
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{
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if (StartMode == StartModes.Start)
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{
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Instantiate();
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}
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}
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/// <summary>
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/// Instantiates as many objects as needed, clearing previously existing ones if needed
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/// </summary>
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protected virtual void Instantiate()
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{
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if (_instantiatedGameObjects == null)
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{
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_instantiatedGameObjects = new List<GameObject>();
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}
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// we destroy our previous object if needed
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if (DestroyPreviouslyInstantiatedObjects)
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{
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foreach(GameObject go in _instantiatedGameObjects)
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{
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DestroyImmediate(go);
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}
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_instantiatedGameObjects.Clear();
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}
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int random = Random.Range(Quantity.x, Quantity.y);
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for (int i = 0; i < random; i++)
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{
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InstantiateRandomObject();
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}
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}
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/// <summary>
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/// Spawns a random object from the pool of choices
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/// </summary>
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public virtual void InstantiateRandomObject()
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{
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// if the pool is empty we do nothing and exit
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if (RandomPool.Count == 0)
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{
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return;
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}
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// pick a random object and instantiates it
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int randomIndex = Random.Range(0, RandomPool.Count);
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GameObject obj = Instantiate(RandomPool[randomIndex], this.transform.position, this.transform.rotation);
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SceneManager.MoveGameObjectToScene(obj.gameObject, this.gameObject.scene);
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// we pick a random point within the bounds then move it to account for rotation/scale
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obj.transform.position = MMBoundsExtensions.MMRandomPointInBounds(_collider.bounds);
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obj.transform.position = _collider.ClosestPoint(obj.transform.position);
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// we name and parent our object
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obj.name = InstantiatedObjectName;
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if (ParentInstantiatedToThisObject)
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{
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obj.transform.SetParent(this.transform);
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}
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// we rescale the object
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switch (ScaleMode)
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{
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case ScaleModes.Uniform:
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float newScale = Random.Range(MinScale, MaxScale);
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obj.transform.localScale = Vector3.one * newScale;
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break;
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case ScaleModes.Vector3:
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_newScale = MMMaths.RandomVector3(MinVectorScale, MaxVectorScale);
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obj.transform.localScale = _newScale;
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break;
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}
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// we add it to our list
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_instantiatedGameObjects.Add(obj);
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}
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}
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}
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