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CrowdControl/Assets/ObstacleSpawner.cs

94 lines
2.7 KiB
C#

using D2D;
using D2D.Utilities;
using UnityEngine;
using static D2D.Utilities.CommonGameplayFacade;
public class ObstacleSpawner : Unit
{
[SerializeField] private int maxObstacleOnScreen = 3;
[SerializeField] private int maxObstacleOnLabyrinth = 3;
[SerializeField] private int labyrinthLevel = 3;
[SerializeField] private float spawnCooldown = 3f;
[SerializeField] private Obstacle[] obstaclePrefabs;
[SerializeField] private Vector3 minSize;
[SerializeField] private Vector3 maxSize;
[SerializeField] private float maxXRotation = 45;
private Camera currentCamera;
private int currentAmount;
private int currentMax;
private float timer;
private void Awake()
{
currentCamera = Camera.main;
currentMax = _db.PassedLevels.Value % labyrinthLevel == 0 && _db.PassedLevels.Value != 0 ? maxObstacleOnLabyrinth : maxObstacleOnScreen;
}
private void Update()
{
if (currentMax > currentAmount)
{
if (Time.time <= timer)
{
return;
}
SpawnObstacle();
timer = Time.time + spawnCooldown;
}
}
private void DespawnObstacle()
{
currentAmount--;
}
private void SpawnObstacle()
{
float xPos;
float yPos;
float sign = Mathf.Sign(Random.Range(-1, 2));
if (Random.Range(0, 100) > 50)
{
xPos = 0.5f + 0.6f * sign;
yPos = Random.Range(0, 100) / 100f;
}
else
{
xPos = Random.Range(0, 100) / 100f;
yPos = 0.5f + 0.6f * sign;
}
Vector3 direction = Camera.main.ViewportToWorldPoint(new Vector3(xPos, yPos, -10));
Ray ray = new Ray(currentCamera.transform.position, currentCamera.transform.position - direction);
if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, _gameData.GroundLayer))
{
Obstacle obstacleComp = Instantiate(obstaclePrefabs.GetRandomElement().gameObject, hit.point, Quaternion.identity).Get<Obstacle>();
Vector3 randomScale = new Vector3(
Random.Range(minSize.x, maxSize.x),
Random.Range(minSize.y, maxSize.y),
Random.Range(minSize.z, maxSize.z));
obstacleComp.gameObject.transform.localScale = randomScale;
Vector3 newRotation = new Vector3(
Random.Range(-maxXRotation, maxXRotation),
Random.Range(0, 359f),
Random.Range(-maxXRotation, maxXRotation));
obstacleComp.transform.rotation = Quaternion.Euler(newRotation);
obstacleComp.OnDespawn += DespawnObstacle;
currentAmount++;
}
}
}