Example #1
0
        public void Build(EnemySpawnData enemySpawnData, ref EnemyAttackStruct enemyAttackstruct)
        {
            // Find a random index between zero and one less than the number of spawn points.
            int spawnPointIndex = UnityEngine.Random.Range(0, enemySpawnData.spawnPoints.Length);
            // Create an instance of the enemy prefab at the randomly selected spawn point position and rotation.
            var go           = _gameobjectFactory.Build(enemySpawnData.enemyPrefab);
            var implementors = go.GetComponentsInChildren <IImplementor>();

            var initializer = _entityFactory.BuildEntity <EnemyEntityDescriptor>(go.GetInstanceID(),
                                                                                 implementors);

            var playerTargetTypeEntityStruct = new PlayerTargetTypeEntityStruct {
                targetType = enemySpawnData.targetType
            };
            var healthEntityStruct = new HealthEntityStruct {
                currentHealth = 100
            };

            initializer.Init(enemyAttackstruct);
            initializer.Init(healthEntityStruct);
            initializer.Init(playerTargetTypeEntityStruct);

            var transform = go.transform;
            var spawnInfo = enemySpawnData.spawnPoints[spawnPointIndex];

            transform.position = spawnInfo.position;
            transform.rotation = spawnInfo.rotation;
        }
Example #2
0
        public void Build(EnemySpawnData enemySpawnData, ref EnemyAttackStruct enemyAttackstruct)
        {
            // Find a random index between zero and one less than the number of spawn points.
            int spawnPointIndex = UnityEngine.Random.Range(0, enemySpawnData.spawnPoints.Length);
            // Create an instance of the enemy prefab at the randomly selected spawn point position and rotation.
            var go           = _gameobjectFactory.Build(enemySpawnData.enemyPrefab);
            var implementors = go.GetComponentsInChildren <IImplementor>();
            //using the GameObject GetInstanceID() will help to directly use the result of Unity functions
            //to index the entity in the Svelto database
            var initializer = _entityFactory.BuildEntity <EnemyEntityDescriptor>(new EGID(go.GetInstanceID(), ECSGroups.ActiveEnemies),
                                                                                 implementors);

            initializer.Init(enemyAttackstruct);
            initializer.Init(new HealthEntityStruct {
                currentHealth = 100
            });
            initializer.Init(new ScoreValueEntityStruct {
                scoreValue = (int)(enemySpawnData.targetType + 1) * 10
            });
            initializer.Init(new EnemyEntityStruct {
                enemyType = enemySpawnData.targetType
            });

            var transform = go.transform;
            var spawnInfo = enemySpawnData.spawnPoints[spawnPointIndex];

            transform.position = spawnInfo.position;
            transform.rotation = spawnInfo.rotation;
        }
        public IEnumerator Build(EnemySpawnData enemySpawnData, EnemyAttackStruct enemyAttackstruct)
        {
            var enumerator = _gameobjectFactory.Build(enemySpawnData.enemyPrefab);

            yield return(enumerator);

            GameObject enemyGO = enumerator.Current;

            //implementors are ONLY necessary if you need to wrap objects around entity view structs. In the case
            //of Unity, they are needed to wrap Monobehaviours and not used in any other case

            var implementors = enemyGO.GetComponentsInChildren <IImplementor>();

            //using the GameObject GetInstanceID() as entityID will help to directly use the result of Unity functions
            //to index the entity in the Svelto database.
            var initializer = _entityFactory
                              .BuildEntity <EnemyEntityDescriptor>(new EGID((uint)enemyGO.GetInstanceID(), ECSGroups.ActiveEnemies),
                                                                   implementors);

            //Initialize the pure EntityStructs. This should be the preferred pattern, there is much less boiler plate
            //too
            initializer.Init(enemyAttackstruct);
            initializer.Init(new HealthEntityStruct {
                currentHealth = 100
            });
            initializer.Init(new ScoreValueEntityStruct {
                scoreValue = (int)(enemySpawnData.targetType + 1) * 10
            });
            initializer.Init(new EnemyEntityStruct {
                enemyType = enemySpawnData.targetType
            });
            initializer.Init(new EnemySinkStruct {
                sinkAnimSpeed = 2.5f
            });

            var transform = enemyGO.transform;
            var spawnInfo = enemySpawnData.spawnPoint;

            transform.position = spawnInfo;
        }