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317 lines
11 KiB
C#
317 lines
11 KiB
C#
1 week ago
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.BossRoom.Gameplay.GameplayObjects.Character;
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using Unity.Netcode;
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using UnityEngine;
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namespace Unity.BossRoom.Gameplay.GameplayObjects
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{
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/// <summary>
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/// Component responsible for spawning prefab clones in waves on the server.
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/// <see cref="EnemyPortal"/> calls our SetSpawnerEnabled() to turn on/off spawning.
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/// </summary>
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public class ServerWaveSpawner : NetworkBehaviour
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{
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// networked object that will be spawned in waves
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[SerializeField]
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NetworkObject m_NetworkedPrefab;
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[SerializeField]
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[Tooltip("Each spawned enemy appears at one of the points in this list")]
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List<Transform> m_SpawnPositions;
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[Tooltip("Select which layers will block visibility.")]
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[SerializeField]
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LayerMask m_BlockingMask;
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[Tooltip("Time between player distance & visibility scans, in seconds.")]
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[SerializeField]
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float m_PlayerProximityValidationTimestep = 2;
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[SerializeField]
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[Tooltip("The detection range of spawned entities. Only meaningful for NPCs (not breakables). -1 = \"use default for this NPC\"")]
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float m_SpawnedEntityDetectDistance = -1;
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[Header("Wave parameters")]
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[Tooltip("Total number of waves.")]
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[SerializeField]
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int m_NumberOfWaves = 2;
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[Tooltip("Number of spawns per wave.")]
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[SerializeField]
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int m_SpawnsPerWave = 2;
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[Tooltip("Time between individual spawns, in seconds.")]
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[SerializeField]
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float m_TimeBetweenSpawns = 0.5f;
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[Tooltip("Time between waves, in seconds.")]
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[SerializeField]
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float m_TimeBetweenWaves = 5;
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[Tooltip("Once last wave is spawned, the spawner waits this long to restart wave spawns, in seconds.")]
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[SerializeField]
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float m_RestartDelay = 10;
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[Tooltip("A player must be within this distance to commence first wave spawn.")]
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[SerializeField]
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float m_ProximityDistance = 30;
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[SerializeField]
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[Tooltip("When looking for players within proximity distance, should we count players in stealth mode?")]
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bool m_DetectStealthyPlayers = true;
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[Header("Spawn Cap (i.e. number of simultaneously spawned entities)")]
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[SerializeField]
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[Tooltip("The minimum number of entities this spawner will try to maintain (regardless of player count)")]
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int m_MinSpawnCap = 2;
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[SerializeField]
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[Tooltip("The maximum number of entities this spawner will try to maintain (regardless of player count)")]
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int m_MaxSpawnCap = 10;
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[SerializeField]
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[Tooltip("For each player in the game, the Spawn Cap is raised above the minimum by this amount. (Rounds up to nearest whole number.)")]
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float m_SpawnCapIncreasePerPlayer = 1;
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// cache reference to our own transform
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Transform m_Transform;
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// track wave index and reset once all waves are complete
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int m_WaveIndex;
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// keep reference to our current watch-for-players coroutine
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Coroutine m_WatchForPlayers;
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// keep reference to our wave spawning coroutine
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Coroutine m_WaveSpawning;
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// cache array of RaycastHit as it will be reused for player visibility
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RaycastHit[] m_Hit;
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// indicates whether OnNetworkSpawn() has been called on us yet
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bool m_IsStarted;
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// are we currently spawning stuff?
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bool m_IsSpawnerEnabled;
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// a running tally of spawned entities, used in determining which spawn-point to use next
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int m_SpawnedCount;
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// the currently-spawned entities. We only bother to track these if m_MaxActiveSpawns is non-zero
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List<NetworkObject> m_ActiveSpawns = new List<NetworkObject>();
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void Awake()
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{
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m_Transform = transform;
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}
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public override void OnNetworkSpawn()
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{
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if (!IsServer)
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{
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enabled = false;
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return;
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}
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m_Hit = new RaycastHit[1];
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m_IsStarted = true;
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if (m_IsSpawnerEnabled)
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{
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StartWaveSpawning();
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}
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}
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public void SetSpawnerEnabled(bool isEnabledNow)
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{
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if (m_IsStarted && m_IsSpawnerEnabled != isEnabledNow)
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{
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if (!isEnabledNow)
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{
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StopWaveSpawning();
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}
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else
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{
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StartWaveSpawning();
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}
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}
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m_IsSpawnerEnabled = isEnabledNow;
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}
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void StartWaveSpawning()
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{
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StopWaveSpawning();
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m_WatchForPlayers = StartCoroutine(TriggerSpawnWhenPlayersNear());
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}
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void StopWaveSpawning()
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{
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if (m_WaveSpawning != null)
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{
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StopCoroutine(m_WaveSpawning);
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}
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m_WaveSpawning = null;
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if (m_WatchForPlayers != null)
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{
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StopCoroutine(m_WatchForPlayers);
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}
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m_WatchForPlayers = null;
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}
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public override void OnNetworkDespawn()
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{
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StopWaveSpawning();
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}
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/// <summary>
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/// Coroutine for continually validating proximity to players and starting a wave of enemies in response.
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/// </summary>
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IEnumerator TriggerSpawnWhenPlayersNear()
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{
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while (true)
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{
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if (m_WaveSpawning == null && IsAnyPlayerNearbyAndVisible())
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{
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m_WaveSpawning = StartCoroutine(SpawnWaves());
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}
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yield return new WaitForSeconds(m_PlayerProximityValidationTimestep);
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}
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}
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/// <summary>
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/// Coroutine for spawning prefabs clones in waves, waiting a duration before spawning a new wave.
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/// Once all waves are completed, it waits a restart time before termination.
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/// </summary>
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/// <returns></returns>
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IEnumerator SpawnWaves()
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{
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m_WaveIndex = 0;
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while (m_WaveIndex < m_NumberOfWaves)
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{
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yield return SpawnWave();
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yield return new WaitForSeconds(m_TimeBetweenWaves);
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}
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yield return new WaitForSeconds(m_RestartDelay);
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m_WaveSpawning = null;
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}
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/// <summary>
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/// Coroutine that spawns a wave of prefab clones, with some time between spawns.
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/// </summary>
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/// <returns></returns>
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IEnumerator SpawnWave()
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{
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for (int i = 0; i < m_SpawnsPerWave; i++)
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{
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if (IsRoomAvailableForAnotherSpawn())
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{
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var newSpawn = SpawnPrefab();
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m_ActiveSpawns.Add(newSpawn);
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}
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yield return new WaitForSeconds(m_TimeBetweenSpawns);
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}
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m_WaveIndex++;
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}
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/// <summary>
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/// Spawn a NetworkObject prefab clone.
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/// </summary>
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NetworkObject SpawnPrefab()
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{
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if (m_NetworkedPrefab == null)
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{
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throw new System.ArgumentNullException("m_NetworkedPrefab");
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}
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int posIdx = m_SpawnedCount++ % m_SpawnPositions.Count;
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var clone = Instantiate(m_NetworkedPrefab, m_SpawnPositions[posIdx].position, m_SpawnPositions[posIdx].rotation);
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if (!clone.IsSpawned)
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{
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clone.Spawn(true);
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}
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if (m_SpawnedEntityDetectDistance > -1)
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{
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// need to override the spawned creature's detection range (if they even have a detection range!)
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var serverChar = clone.GetComponent<ServerCharacter>();
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if (serverChar && serverChar.AIBrain != null)
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{
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serverChar.AIBrain.DetectRange = m_SpawnedEntityDetectDistance;
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}
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}
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return clone;
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}
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bool IsRoomAvailableForAnotherSpawn()
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{
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// references to spawned components that no longer exist will become null,
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// so clear those out. Then we know how many we have left
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m_ActiveSpawns.RemoveAll(spawnedNetworkObject => { return spawnedNetworkObject == null; });
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return m_ActiveSpawns.Count < GetCurrentSpawnCap();
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}
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/// <summary>
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/// Returns the current max number of entities we should try to maintain.
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/// This can change based on the current number of living players; if the cap goes below
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/// our current number of active spawns, we don't spawn anything new until we're below the cap.
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/// </summary>
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int GetCurrentSpawnCap()
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{
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int numPlayers = 0;
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foreach (var serverCharacter in PlayerServerCharacter.GetPlayerServerCharacters())
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{
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if (serverCharacter.NetLifeState.LifeState.Value == LifeState.Alive)
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{
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++numPlayers;
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}
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}
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return Mathf.CeilToInt(Mathf.Min(m_MinSpawnCap + (numPlayers * m_SpawnCapIncreasePerPlayer), m_MaxSpawnCap));
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}
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/// <summary>
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/// Determines whether any player is within range & visible through RaycastNonAlloc check.
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/// </summary>
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/// <returns> True if visible and within range, else false. </returns>
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bool IsAnyPlayerNearbyAndVisible()
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{
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var spawnerPosition = m_Transform.position;
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var ray = new Ray();
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// note: this is not cached to allow runtime modifications to m_ProximityDistance
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var squaredProximityDistance = m_ProximityDistance * m_ProximityDistance;
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// iterate through clients and only return true if a player is in range
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// and is not occluded by a blocking collider.
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foreach (var serverCharacter in PlayerServerCharacter.GetPlayerServerCharacters())
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{
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if (!m_DetectStealthyPlayers && serverCharacter.IsStealthy.Value)
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{
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// we don't detect stealthy players
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continue;
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}
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var playerPosition = serverCharacter.physicsWrapper.Transform.position;
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var direction = playerPosition - spawnerPosition;
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if (direction.sqrMagnitude > squaredProximityDistance)
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{
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continue;
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}
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ray.origin = spawnerPosition;
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ray.direction = direction;
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var hit = Physics.RaycastNonAlloc(ray, m_Hit,
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Mathf.Min(direction.magnitude, m_ProximityDistance), m_BlockingMask);
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if (hit == 0)
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{
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return true;
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}
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}
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return false;
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}
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}
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}
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