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CrowdControl/Assets/3rd/D2D_Scripts/Gameplay/ArraySpawner.cs

134 lines
4.3 KiB
C#

2 months ago
using UnityEngine;
using System;
using System.Collections;
using System.Linq;
using D2D;
using D2D.Gameplay;
using D2D.Utilities;
using NaughtyAttributes;
using Sirenix.OdinInspector;
using static D2D.Utilities.SettingsFacade;
using static D2D.Utilities.CommonLazyFacade;
using static D2D.Utilities.CommonGameplayFacade;
using Object = System.Object;
namespace D2D
{
public enum AutoCountMode {None, X, XZ}
public class ArraySpawner : SmartScript
{
[TabGroup("Basic")] [SerializeField] private Vector3 _count;
[TabGroup("Basic")] [SerializeField] private float _step;
[TabGroup("Basic")] [SerializeField] private GameObject[] _prefabs;
[TabGroup("Advanced")] [SerializeField] private bool _shuffle = true;
[TabGroup("Advanced")] [SerializeField] private bool _rebuildOnStart;
[TabGroup("Advanced")] [SerializeField] private Transform _folder;
[TabGroup("Advanced")] [SerializeField] private bool _fromMiddle;
[TabGroup("Advanced")] [SerializeField] private AutoCountMode _autoCountMode;
[TabGroup("Advanced")] [SerializeField] private bool _showGizmo = true;
[TabGroup("Advanced")] [SerializeField] private bool _replayOnRebuild;
#if UNITY_EDITOR
private void OnDrawGizmosSelected()
{
if (!_showGizmo)
return;
Gizmos.color = Color.blue;
var tp = transform.position;
for (int i = 0; i < _count.x; i++)
LineWithSphere(tp, tp + new Vector3(i, 0) * _step);
for (int i = 0; i < _count.y; i++)
LineWithSphere(tp, tp + new Vector3(0, i) * _step);
for (int i = 0; i < _count.z; i++)
LineWithSphere(tp, tp + new Vector3(0, 0, i) * _step);
void LineWithSphere(Vector3 from, Vector3 to)
{
Gizmos.DrawLine(from, to);
Gizmos.DrawSphere(to, .1f);
}
}
[Sirenix.OdinInspector.Button("Rebuild")]
private void Rebuild()
{
var folder = _folder;
if (folder == null)
folder = transform;
folder.ClearChildren();
if (_shuffle)
_prefabs = _prefabs.Shuffle();
int prefabIndex = 0;
if (_autoCountMode == AutoCountMode.X)
{
_count = new Vector3(_prefabs.Length, 0);
}
else if (_autoCountMode == AutoCountMode.XZ)
{
var root = Mathf.Sqrt(_prefabs.Length).Round();
_count = new Vector3(root, 0, root);
}
for (int xIndex = 0; xIndex < _count.x; xIndex++)
{
for (int zIndex = 0; zIndex < _count.z; zIndex++)
{
int yIndex = 0;
if (_count.y == 0)
{
if (Spawn(xIndex, yIndex, zIndex, folder, ref prefabIndex))
return;
}
else
{
for (yIndex = 0; yIndex < _count.y; yIndex++)
{
if (Spawn(xIndex, yIndex, zIndex, folder, ref prefabIndex))
return;
}
}
}
}
}
[Sirenix.OdinInspector.Button("On All")]
public void OnAll() => transform.GetChildTransforms().OnAll();
private bool Spawn(int xIndex, int yIndex, int zIndex, Transform folder, ref int prefabIndex)
{
var spawnPosition = transform.position + new Vector3(xIndex, yIndex, zIndex) * _step;
if (_fromMiddle)
spawnPosition -= _count * _step / 2f;
if (prefabIndex >= _prefabs.Length)
prefabIndex = DMath.Random(0, _prefabs.Length - 1);
var instance = _prefabs[prefabIndex].EditorInstantiate(spawnPosition, folder);
prefabIndex++;
if (prefabIndex == _prefabs.Length - 1)
{
if (_autoCountMode == AutoCountMode.None)
prefabIndex = 0;
else
return true;
}
return false;
}
#endif
}
}