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144 行
4.2 KiB
144 行
4.2 KiB
using NaughtyAttributes;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace GameplayIngredients
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{
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public class Factory : MonoBehaviour
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{
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public enum BlueprintSelectionMode
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{
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Random,
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Sequential,
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Shuffle
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}
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public enum SpawnTargetSelection
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{
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OneSequential,
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OneRandom,
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All
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}
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[ReorderableList, NonNullCheck]
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public GameObject[] FactoryBlueprints;
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[NonNullCheck]
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public GameObject SpawnTarget;
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public BlueprintSelectionMode blueprintSelecionMode = BlueprintSelectionMode.Random;
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public bool RespawnTarget = true;
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public float RespawnDelay = 3.0f;
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[Min(1), SerializeField]
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private int MaxInstances = 1;
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[ReorderableList]
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public Callable[] OnSpawn;
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[ReorderableList]
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public Callable[] OnRespawn;
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List<GameObject> m_Instances;
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public void Spawn()
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{
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if(SpawnTarget == null || FactoryBlueprints == null || FactoryBlueprints.Length == 0)
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{
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Debug.LogWarning(string.Format("Factory '{0}' : Cannot spawn as there are no spawn target or factory blueprints", gameObject.name));
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return;
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}
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if (m_Instances == null)
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m_Instances = new List<GameObject>();
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if (m_Instances.Count <= MaxInstances)
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{
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GameObject newInstance = Spawn(SelectBlueprint(), SpawnTarget);
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m_Instances.Add(newInstance);
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Callable.Call(OnSpawn, newInstance);
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}
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}
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private void Update()
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{
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if(m_Instances != null)
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{
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List<int> todelete = new List<int>();
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for(int i = 0; i < m_Instances.Count; i++)
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{
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if(m_Instances[i] == null)
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{
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todelete.Add(i);
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}
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}
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foreach (var index in todelete)
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{
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m_Instances.RemoveAt(index);
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AddRespawnCoroutine();
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}
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}
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}
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private List<Coroutine> m_RespawnCoroutines;
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private void AddRespawnCoroutine()
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{
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if (m_RespawnCoroutines == null)
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m_RespawnCoroutines = new List<Coroutine>();
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else
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{
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m_RespawnCoroutines.RemoveAll(o => o == null);
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}
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m_RespawnCoroutines.Add(StartCoroutine(Respawn(RespawnDelay)));
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}
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private IEnumerator Respawn(float time)
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{
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yield return new WaitForSeconds(time);
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Callable.Call(OnRespawn, this.gameObject);
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Spawn();
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}
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private GameObject Spawn(GameObject blueprint, GameObject target)
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{
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var Go = Instantiate(blueprint, target.transform.position, target.transform.rotation);
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Go.name = (blueprint.name);
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return Go;
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}
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int currentBlueprintIndex = -1;
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private GameObject SelectBlueprint()
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{
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switch(blueprintSelecionMode)
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{
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case BlueprintSelectionMode.Random:
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currentBlueprintIndex = Random.Range(0, FactoryBlueprints.Length);
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break;
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case BlueprintSelectionMode.Sequential:
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currentBlueprintIndex = (currentBlueprintIndex++) % FactoryBlueprints.Length;
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break;
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case BlueprintSelectionMode.Shuffle:
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currentBlueprintIndex = Shuffle(currentBlueprintIndex);
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break;
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}
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return FactoryBlueprints[currentBlueprintIndex];
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}
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List<int> shuffleIndices;
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private int Shuffle(int i)
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{
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if(shuffleIndices == null || shuffleIndices.Count != FactoryBlueprints.Length)
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{
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shuffleIndices = Enumerable.Range(0, FactoryBlueprints.Length).OrderBy(x => Random.value).ToList();
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}
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return shuffleIndices[(shuffleIndices.IndexOf(i) + 1) % shuffleIndices.Count];
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}
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}
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}
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