/
SpawnManager.cs
115 lines (95 loc) · 3.83 KB
/
SpawnManager.cs
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#region Copyright
//MIT License
//Copyright (c) 2017 , Milkid - Kristin Stock
//Permission is hereby granted, free of charge, to any person obtaining a copy
//of this software and associated documentation files (the "Software"), to deal
//in the Software without restriction, including without limitation the rights
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
//copies of the Software, and to permit persons to whom the Software is
//furnished to do so, subject to the following conditions:
//The above copyright notice and this permission notice shall be included in all
//copies or substantial portions of the Software.
//THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
//SOFTWARE.
#endregion
using System.Collections.Generic;
using System.Collections;
using UnityEngine;
public class Spawner : MonoBehaviour {
[Header("General Settings:")]
public string poolType;
public int maxInScene;
[Header("Mode:")]
public SPAWNMODE spawnMode;
[Header("Region:")]
public float spawnRadius;
public float objectRadius;
public LayerMask unwalkableLayers;
[HideInInspector] public enum SPAWNMODE{WAVE,PERMANENT};
[HideInInspector] public enum SPAWNSTATE{SPAWNING,WAITING};
private bool nextWave;
private EnemyPooling pooling;
private Vector3 currentSpawnpoint;
private SPAWNSTATE spawnState;
[HideInInspector] public List<GameObject> activeObjects = new List<GameObject>();
private void Awake(){
activeObjects.Clear();
pooling = gameObject.GetComponentInParent<EnemyPooling>();
currentSpawnpoint.y = transform.position.y;
spawnState = SPAWNSTATE.WAITING;
}
private void Update(){
//Spawns an enemy as soon as there are less then the set amount
//of enemies then there should be in the scene.
if(spawnMode == SPAWNMODE.PERMANENT){
if(activeObjects.Count < maxInScene){
if(spawnState == SPAWNSTATE.WAITING){
GenerateSpawnpoint();
}
}
//Respawns enemies in a wave as soon as all enemies are dead/gone
} else if (spawnMode == SPAWNMODE.WAVE){
if(activeObjects.Count == maxInScene){
nextWave = false;
}
if(activeObjects.Count == 0){
nextWave = true;
if(spawnState == SPAWNSTATE.WAITING && nextWave == true){
GenerateSpawnpoint();
}
}
}
}
//Generates random spawnpoint within a given radius;
private void GenerateSpawnpoint(){
currentSpawnpoint.x = Random.Range(transform.position.x - spawnRadius,transform.position.x + spawnRadius);
currentSpawnpoint.z = Random.Range(transform.position.z - spawnRadius,transform.position.z + spawnRadius);
CheckSpawnpoint(currentSpawnpoint);
}
//Checks if anything would be blocking the enemy on that specific waypoint, if
//nothing is blocking, we'll proceed to spwan. If there is something in the way
//a new spawnpoint will be genereated.
private void CheckSpawnpoint(Vector3 _spawnpoint){
if(!Physics.CheckSphere(_spawnpoint,objectRadius,unwalkableLayers)){
SpawnEnemy(_spawnpoint);
} else {
GenerateSpawnpoint();
}
}
//Spawns an enemy on the given spawnpoint, removes spawned enemie from the pool
//adds enemy to a list of active objects.
private void SpawnEnemy(Vector3 _spawnPoint){
spawnState = SPAWNSTATE.SPAWNING;
GameObject spawnedObject = pooling.poolsDictionairy[poolType][0];
spawnedObject.transform.position = _spawnPoint;
spawnedObject.SetActive(true);
activeObjects.Add(spawnedObject);
pooling.poolsDictionairy[poolType].Remove(spawnedObject);
spawnState = SPAWNSTATE.WAITING;
}
}