using System;
using System.Linq;
using UnityEngine;
public class SpawnSystem : MonoBehaviour
{
[Header("Settings")]
[SerializeField] private int _defaultSpawnIndex = 0;
[Header("Project References")]
[SerializeField] private Protagonist _playerPrefab = null;
[Header("Scene References")]
[SerializeField] private CameraManager _cameraManager;
[SerializeField] private Transform[] _spawnLocations;
void Start()
{
try
{
Spawn(_defaultSpawnIndex);
}
catch (Exception e)
{
Debug.LogError($"[SpawnSystem] Failed to spawn player. {e.Message}");
}
}
void Reset()
{
AutoFill();
}
///
/// This function tries to autofill some of the parameters of the component, so it's easy to drop in a new scene
///
[ContextMenu("Attempt Auto Fill")]
private void AutoFill()
{
if (_cameraManager == null)
_cameraManager = FindObjectOfType();
if (_spawnLocations == null || _spawnLocations.Length == 0)
_spawnLocations = transform.GetComponentsInChildren(true)
.Where(t => t != this.transform)
.ToArray();
}
private void Spawn(int spawnIndex)
{
Transform spawnLocation = GetSpawnLocation(spawnIndex, _spawnLocations);
Protagonist playerInstance = InstantiatePlayer(_playerPrefab, spawnLocation, _cameraManager);
SetupCameras(playerInstance);
}
private Transform GetSpawnLocation(int index, Transform[] spawnLocations)
{
if (spawnLocations == null || spawnLocations.Length == 0)
throw new Exception("No spawn locations set.");
index = Mathf.Clamp(index, 0, spawnLocations.Length - 1);
return spawnLocations[index];
}
private Protagonist InstantiatePlayer(Protagonist playerPrefab, Transform spawnLocation, CameraManager _cameraManager)
{
if (playerPrefab == null)
throw new Exception("Player Prefab can't be null.");
Protagonist playerInstance = Instantiate(playerPrefab, spawnLocation.position, spawnLocation.rotation);
return playerInstance;
}
private void SetupCameras(Protagonist player)
{
player.gameplayCamera = _cameraManager.mainCamera.transform;
_cameraManager.SetupProtagonistVirtualCamera(player.transform);
}
}