using System; using System.Linq; using UnityEngine; public class SpawnSystem : MonoBehaviour { [Header("Settings")] [SerializeField] private int _defaultSpawnIndex = 0; [Header("Asset References")] [SerializeField] private Protagonist _playerPrefab = default; [SerializeField] private TransformEventChannelSO _playerInstantiatedChannel = default; [Header("Scene References")] [SerializeField] private Transform[] _spawnLocations; [Header("Scene Ready Event")] [SerializeField] private VoidEventChannelSO _OnSceneReady = default; //Raised when the scene is loaded and set active private void OnEnable() { if (_OnSceneReady != null) { _OnSceneReady.OnEventRaised += SpawnPlayer; } } private void OnDisable() { if (_OnSceneReady != null) { _OnSceneReady.OnEventRaised -= SpawnPlayer; } } private void SpawnPlayer() { Spawn(_defaultSpawnIndex); } 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 (_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); _playerInstantiatedChannel.RaiseEvent(playerInstance.transform); // The CameraSystem will pick this up to frame the player } 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) { if (playerPrefab == null) throw new Exception("Player Prefab can't be null."); Protagonist playerInstance = Instantiate(playerPrefab, spawnLocation.position, spawnLocation.rotation); return playerInstance; } }