You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
94 lines
2.7 KiB
C#
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++;
|
|
}
|
|
}
|
|
} |