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CrowdControl/Assets/Feel/MMTools/Tools/MMInstantiation/MMRandomBoundsInstantiator.cs

157 lines
4.8 KiB
C#

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