Exemple #1
0
        private bool CanSpawn(AISpawnData data)
        {
            if (data.m_AI != null)
            {
                return(false);
            }
            if (data.m_TimeToNextSpawn > 0f)
            {
                return(false);
            }
            float num = Vector3.Distance(Player.Get().transform.position, data.m_Position);

            return(num <= this.m_MaxDistance && num >= this.m_MinDistance);
        }
Exemple #2
0
 public void OnDestroyAI(AI ai)
 {
     if (this.m_SpawnersGroup)
     {
         this.m_SpawnersGroup.OnDestroyAI(ai);
     }
     for (int i = 0; i < this.m_AIDatas.Count; i++)
     {
         AISpawnData aispawnData = this.m_AIDatas[i];
         if (aispawnData.m_AI == ai)
         {
             aispawnData.m_AI = null;
             aispawnData.m_TimeToNextSpawn = ((!ai.IsDead()) ? 0f : this.m_ResetTime);
             break;
         }
     }
     this.m_AICount--;
 }
Exemple #3
0
        private void Start()
        {
            BoxCollider component = base.gameObject.GetComponent <BoxCollider>();
            Vector3     size      = component.size;

            this.m_MinDistance = AIManager.Get().m_AIActivationRange * 0.7f;
            this.m_MaxDistance = AIManager.Get().m_AIActivationRange * 0.9f;
            int num = Mathf.Max(this.m_DayCount, this.m_NightCount);

            for (int i = 0; i < num; i++)
            {
                AISpawnData aispawnData = new AISpawnData();
                aispawnData.m_Position = this.GetSpawnPosition();
                if (aispawnData.m_Position != Vector3.zero)
                {
                    this.m_AIDatas.Add(aispawnData);
                }
            }
            AIManager.Get().RegisterSpawner(this);
        }
Exemple #4
0
        private void SpawnObject(AISpawnData data)
        {
            Quaternion rotation   = Quaternion.Euler(0f, (float)UnityEngine.Random.Range(-180, 180), 0f);
            GameObject gameObject = UnityEngine.Object.Instantiate <GameObject>(this.m_Prefab, data.m_Position, rotation);

            gameObject.name = string.Format("{0} {1}", this.m_Prefab.name, base.transform.childCount);
            Vector3 vector = gameObject.transform.localScale;

            vector *= UnityEngine.Random.Range(this.m_MinScale, this.m_MaxScale);
            gameObject.transform.localScale = vector;
            AI component = gameObject.GetComponent <AI>();

            component.m_Spawner = this;
            data.m_AI           = component;
            if (this.m_SpawnersGroup)
            {
                this.m_SpawnersGroup.OnSpawnAI(component);
            }
            this.m_AICount++;
        }