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

90 lines
2.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace MoreMountains.Tools
{
/// <summary>
/// Add this class to an empty object, bind a few prefabs into its RandomPool slots, and it'll instantiate one of them at its position/rotation on Start or Awake
/// You can also call its InstantiateRandomObject method at any time, and it'll instantiate another random object on demand,
/// potentially destroying the previous one if you decide so
/// </summary>
public class MMRandomInstantiator : MonoBehaviour
{
/// the possible start modes
public enum StartModes { Awake, Start, None }
[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 DestroyPreviouslyInstantiatedObject = true;
/// the list containing all the objects that can potentially be instantiated
public List<GameObject> RandomPool;
[Header("Test")]
/// a test button for your inspector
[MMInspectorButton("InstantiateRandomObject")]
public bool InstantiateButton;
protected GameObject _instantiatedGameObject;
/// <summary>
/// On awake we instantiate if needed
/// </summary>
protected virtual void Awake()
{
if (StartMode == StartModes.Awake)
{
InstantiateRandomObject();
}
}
/// <summary>
/// On Start we instantiate if needed
/// </summary>
protected virtual void Start()
{
if (StartMode == StartModes.Start)
{
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;
}
// we destroy our previous object if needed
if (DestroyPreviouslyInstantiatedObject)
{
if (_instantiatedGameObject != null)
{
DestroyImmediate(_instantiatedGameObject);
}
}
// pick a random object and instantiates it
int randomIndex = Random.Range(0, RandomPool.Count);
_instantiatedGameObject = Instantiate(RandomPool[randomIndex], this.transform.position, this.transform.rotation);
SceneManager.MoveGameObjectToScene(_instantiatedGameObject, this.gameObject.scene);
_instantiatedGameObject.name = InstantiatedObjectName;
if (ParentInstantiatedToThisObject)
{
_instantiatedGameObject.transform.SetParent(this.transform);
}
}
}
}