Esempio n. 1
0
        protected override void OnUpdate()
        {
            //Go over all our spawners and figure out if any new entity need to be spawned
            //Add the spawning info to spawnerSpawnInfoList
            for (int i = 0; i < spawnerDataGroup.Length; i++)
            {
                SpawnerPositionData spawnerPositionData = spawnerDataGroup.spawnerPositionDataArray[i];
                SpawnerHazardData   spawnerHazardData   = spawnerDataGroup.spawnerHazardDataArray[i];
                SpawnerSpawnData    spawnerSpawnData    = spawnerDataGroup.spawnerSpawnDataArray[i];

                if (spawnerHazardData.hazardIndexArrayLength == 0)
                {
                    continue;
                }

                spawnerSpawnData.timeSinceLastSpawn += Time.deltaTime;

                while (spawnerSpawnData.timeSinceLastSpawn >= spawnerSpawnData.spawnDelay)
                {
                    spawnerSpawnData.timeSinceLastSpawn -= spawnerSpawnData.spawnDelay;
                    float yPositionSpawn = spawnerPositionData.position.y;

                    //Get a random index to spawn, the range depend on the amount of hazards we set in the editor
                    int hazardToSpawnIndex = Random.Range(0, spawnerHazardData.hazardIndexArrayLength);

                    SpawnerSpawnInfo spawnInfo = new SpawnerSpawnInfo
                    {
                        spawnYPosition     = yPositionSpawn,
                        hazardIndexToSpawn = hazardToSpawnIndex,
                        isBackgroundSpawn  = spawnerHazardData.isBackgroundSpawner,
                    };

                    spawnerSpawnInfoList.Add(spawnInfo);
                }
                spawnerDataGroup.spawnerSpawnDataArray[i] = spawnerSpawnData;
            }

            float3 cameraPosition = MonoBehaviourECSBridge.Instance.gameCamera.transform.position;


            float3 forwardDirection = new float3(0.0f, 0.0f, 1.0f);

            //We use the view frustum height/witdh at our spawner y position to figure out where to spawn the new entities
            //The calculation assume a camera pointing down (no angle)
            for (int i = 0; i < spawnerSpawnInfoList.Length; i++)
            {
                SpawnerSpawnInfo spawnInfo = spawnerSpawnInfoList[i];

                float yPosition         = spawnInfo.spawnYPosition;
                float ydeltaFromCamera  = Mathf.Abs(yPosition - cameraPosition.y);
                float halfFrustumHeight = ydeltaFromCamera * Mathf.Tan(Camera.main.fieldOfView * 0.5f * Mathf.Deg2Rad);

                //Spawn outside of the view frustrum to avoid any "popup"
                halfFrustumHeight *= 1.05f;

                float halfFrustumWidth = halfFrustumHeight * MonoBehaviourECSBridge.Instance.gameCamera.aspect;

                //Enemy/Hazard are spawned from the top of the screen, Allies are spawned from the bottom
                float3 spawnPositionHazard = new Vector3(Random.Range(cameraPosition.x - halfFrustumWidth, cameraPosition.x + halfFrustumWidth), yPosition, cameraPosition.z + halfFrustumHeight);
                float3 spawnPositionAlly   = new Vector3(Random.Range(cameraPosition.x - halfFrustumWidth, cameraPosition.x + halfFrustumWidth), yPosition, cameraPosition.z - halfFrustumHeight);

                //Spawn the hazard using the index we randomnly generated
                Entity newHazardEntity = EntityManager.Instantiate(MonoBehaviourECSBridge.Instance.GetPrefabHazardEntity(spawnInfo.hazardIndexToSpawn, spawnInfo.isBackgroundSpawn));
                //Make sure to remove the prefab "tag" data component
                EntityManager.RemoveComponent <EntityPrefabData>(newHazardEntity);

                //Based on the type of entity spawned, set the data needed for it
                EntityTypeData entityTypeData = EntityManager.GetSharedComponentData <EntityTypeData>(newHazardEntity);
                switch (entityTypeData.entityType)
                {
                case EntityTypeData.EntityType.Asteroid:
                {
                    Vector3 spawnRenderForward = new Vector3(Random.value, Random.value, 1.0f);
                    spawnRenderForward.Normalize();
                    Vector3 spawnRotationAxis = new Vector3(Random.value, 1.0f, Random.value);
                    spawnRotationAxis.Normalize();

                    AsteroidMoveData moveData = EntityManager.GetComponentData <AsteroidMoveData>(newHazardEntity);
                    moveData.position         = spawnPositionHazard;
                    moveData.forwardDirection = -forwardDirection;
                    moveData.renderForward    = spawnRenderForward;
                    moveData.rotationAxis     = spawnRotationAxis;
                    EntityManager.SetComponentData <AsteroidMoveData>(newHazardEntity, moveData);
                }
                break;

                case EntityTypeData.EntityType.EnemyShip:
                {
                    AIMoveData moveData = EntityManager.GetComponentData <AIMoveData>(newHazardEntity);
                    moveData.position         = spawnPositionHazard;
                    moveData.forwardDirection = -forwardDirection;
                    EntityManager.SetComponentData <AIMoveData>(newHazardEntity, moveData);
                }
                break;

                case EntityTypeData.EntityType.AllyShip:
                {
                    AIMoveData moveData = EntityManager.GetComponentData <AIMoveData>(newHazardEntity);
                    moveData.position         = spawnPositionAlly;
                    moveData.forwardDirection = forwardDirection;
                    EntityManager.SetComponentData <AIMoveData>(newHazardEntity, moveData);
                }
                break;
                }
            }


            spawnerSpawnInfoList.Clear();
        }
Esempio n. 2
0
        protected override void OnUpdate()
        {
            ArchetypeChunkComponentType <SpawnerPositionData> spawnerPositionDataRO = GetArchetypeChunkComponentType <SpawnerPositionData>(true);
            ArchetypeChunkComponentType <SpawnerHazardData>   spawnerHazardDataRO   = GetArchetypeChunkComponentType <SpawnerHazardData>(true);
            ArchetypeChunkComponentType <SpawnerSpawnData>    spawnerSpawnDataRW    = GetArchetypeChunkComponentType <SpawnerSpawnData>(false);


            NativeArray <ArchetypeChunk> spawnerDataChunkArray = spawnerDataGroup.CreateArchetypeChunkArray(Allocator.TempJob);

            if (spawnerDataChunkArray.Length == 0)
            {
                spawnerDataChunkArray.Dispose();
                return;
            }

            //Go over all our spawners and figure out if any new entity need to be spawned
            //Add the spawning info to spawnerSpawnInfoList
            for (int chunkIndex = 0; chunkIndex < spawnerDataChunkArray.Length; chunkIndex++)
            {
                ArchetypeChunk chunk     = spawnerDataChunkArray[chunkIndex];
                int            dataCount = chunk.Count;

                NativeArray <SpawnerPositionData> spawnerPositionDataArray = chunk.GetNativeArray(spawnerPositionDataRO);
                NativeArray <SpawnerHazardData>   spawnerHazardDataArray   = chunk.GetNativeArray(spawnerHazardDataRO);
                NativeArray <SpawnerSpawnData>    spawnerSpawnDataArray    = chunk.GetNativeArray(spawnerSpawnDataRW);

                for (int dataIndex = 0; dataIndex < dataCount; dataIndex++)
                {
                    SpawnerPositionData spawnerPositionData = spawnerPositionDataArray[dataIndex];
                    SpawnerHazardData   spawnerHazardData   = spawnerHazardDataArray[dataIndex];
                    SpawnerSpawnData    spawnerSpawnData    = spawnerSpawnDataArray[dataIndex];

                    if (spawnerHazardData.hazardIndexArrayLength == 0)
                    {
                        continue;
                    }

                    spawnerSpawnData.timeSinceLastSpawn += Time.deltaTime;

                    while (spawnerSpawnData.timeSinceLastSpawn >= spawnerSpawnData.spawnDelay)
                    {
                        spawnerSpawnData.timeSinceLastSpawn -= spawnerSpawnData.spawnDelay;
                        float yPositionSpawn = spawnerPositionData.position.y;

                        //Get a random index to spawn, the range depend on the amount of hazards we set in the editor
                        int hazardToSpawnIndex =
                            randomGenerator.NextInt(0, spawnerHazardData.hazardIndexArrayLength);

                        SpawnerSpawnInfo spawnInfo = new SpawnerSpawnInfo
                        {
                            spawnYPosition     = yPositionSpawn,
                            hazardIndexToSpawn = hazardToSpawnIndex,
                            isBackgroundSpawn  = spawnerHazardData.isBackgroundSpawner,
                        };

                        spawnerSpawnInfoList.Add(spawnInfo);
                    }

                    spawnerSpawnDataArray[dataIndex] = spawnerSpawnData;
                }
            }

            spawnerDataChunkArray.Dispose();


            float3 cameraPosition = MonoBehaviourECSBridge.Instance.gameCamera.transform.position;


            float3 forwardDirection = new float3(0.0f, 0.0f, 1.0f);

            //We use the view frustum height/witdh at our spawner y position to figure out where to spawn the new entities
            //The calculation assume a camera pointing down (no angle)
            for (int i = 0; i < spawnerSpawnInfoList.Length; i++)
            {
                SpawnerSpawnInfo spawnInfo = spawnerSpawnInfoList[i];

                float yPosition         = spawnInfo.spawnYPosition;
                float ydeltaFromCamera  = Mathf.Abs(yPosition - cameraPosition.y);
                float halfFrustumHeight = ydeltaFromCamera * Mathf.Tan(Camera.main.fieldOfView * 0.5f * Mathf.Deg2Rad);

                //Spawn outside of the view frustrum to avoid any "popup"
                halfFrustumHeight *= 1.05f;

                float halfFrustumWidth = halfFrustumHeight * MonoBehaviourECSBridge.Instance.gameCamera.aspect;

                //Enemy/Hazard are spawned from the top of the screen, Allies are spawned from the bottom
                float3 spawnPositionHazard = new Vector3(randomGenerator.NextFloat(cameraPosition.x - halfFrustumWidth, cameraPosition.x + halfFrustumWidth),
                                                         yPosition,
                                                         cameraPosition.z + halfFrustumHeight);
                float3 spawnPositionAlly = new Vector3(randomGenerator.NextFloat(cameraPosition.x - halfFrustumWidth, cameraPosition.x + halfFrustumWidth),
                                                       yPosition,
                                                       cameraPosition.z - halfFrustumHeight);

                //Spawn the hazard using the index we randomly generated
                Entity newHazardEntity = EntityManager.Instantiate(MonoBehaviourECSBridge.Instance.GetPrefabHazardEntity(spawnInfo.hazardIndexToSpawn, spawnInfo.isBackgroundSpawn == 1));
                //Make sure to remove the prefab "tag" data component
                // EntityManager.RemoveComponent<Prefab>(newHazardEntity);

                //Based on the type of entity spawned, set the data needed for it
                EntityTypeData entityTypeData = EntityManager.GetSharedComponentData <EntityTypeData>(newHazardEntity);
                switch (entityTypeData.entityType)
                {
                case EntityTypeData.EntityType.Asteroid:
                {
                    Vector3 spawnRenderForward = new Vector3(randomGenerator.NextFloat(), randomGenerator.NextFloat(), 1.0f);
                    spawnRenderForward.Normalize();
                    Vector3 spawnRotationAxis = new Vector3(randomGenerator.NextFloat(), 1.0f, randomGenerator.NextFloat());
                    spawnRotationAxis.Normalize();

                    Position newPosition = new Position()
                    {
                        Value = spawnPositionHazard,
                    };
                    EntityManager.SetComponentData <Position>(newHazardEntity, newPosition);

                    Rotation newRotation = new Rotation()
                    {
                        Value = quaternion.LookRotation(spawnRenderForward, spawnRotationAxis),
                    };
                    EntityManager.SetComponentData <Rotation>(newHazardEntity, newRotation);

                    AsteroidMoveData moveData = EntityManager.GetComponentData <AsteroidMoveData>(newHazardEntity);
                    moveData.movementSpeed = -forwardDirection * 5.0f;
                    moveData.rotationAxis  = spawnRotationAxis;
                    EntityManager.SetComponentData <AsteroidMoveData>(newHazardEntity, moveData);
                }
                break;

                case EntityTypeData.EntityType.EnemyShip:
                {
                    Position newPosition = new Position()
                    {
                        Value = spawnPositionHazard,
                    };
                    EntityManager.SetComponentData <Position>(newHazardEntity, newPosition);

                    Rotation newRotation = new Rotation()
                    {
                        Value = quaternion.LookRotation(-forwardDirection, new float3(0.0f, 1.0f, 0.0f)),
                    };
                    EntityManager.SetComponentData <Rotation>(newHazardEntity, newRotation);
                }
                break;

                case EntityTypeData.EntityType.AllyShip:
                {
                    Position newPosition = new Position()
                    {
                        Value = spawnPositionAlly,
                    };
                    EntityManager.SetComponentData <Position>(newHazardEntity, newPosition);

                    Rotation newRotation = new Rotation()
                    {
                        Value = quaternion.LookRotation(forwardDirection, new float3(0.0f, 1.0f, 0.0f)),
                    };
                    EntityManager.SetComponentData <Rotation>(newHazardEntity, newRotation);
                }
                break;
                }
            }


            spawnerSpawnInfoList.Clear();
        }