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66 行
1.9 KiB
66 行
1.9 KiB
using System;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Serialization;
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public class SpawnSystem : MonoBehaviour
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{
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[Header("Settings")]
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[SerializeField] private int _defaultSpawnIndex = 0;
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[Header("Asset References")]
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[SerializeField] private Protagonist _playerPrefab = default;
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[SerializeField] private TransformEventChannelSO _playerInstantiatedChannel = default;
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[Header("Scene References")]
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[SerializeField] private Transform[] _spawnLocations;
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void Start()
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{
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Spawn(_defaultSpawnIndex);
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}
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void Reset()
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{
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AutoFill();
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}
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/// <summary>
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/// This function tries to autofill some of the parameters of the component, so it's easy to drop in a new scene
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/// </summary>
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[ContextMenu("Attempt Auto Fill")]
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private void AutoFill()
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{
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if (_spawnLocations == null || _spawnLocations.Length == 0)
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_spawnLocations = transform.GetComponentsInChildren<Transform>(true)
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.Where(t => t != this.transform)
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.ToArray();
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}
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private void Spawn(int spawnIndex)
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{
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Transform spawnLocation = GetSpawnLocation(spawnIndex, _spawnLocations);
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Protagonist playerInstance = InstantiatePlayer(_playerPrefab, spawnLocation);
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_playerInstantiatedChannel.RaiseEvent(playerInstance.transform); // The CameraSystem will pick this up to frame the player
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}
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private Transform GetSpawnLocation(int index, Transform[] spawnLocations)
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{
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if (spawnLocations == null || spawnLocations.Length == 0)
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throw new Exception("No spawn locations set.");
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index = Mathf.Clamp(index, 0, spawnLocations.Length - 1);
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return spawnLocations[index];
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}
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private Protagonist InstantiatePlayer(Protagonist playerPrefab, Transform spawnLocation)
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{
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if (playerPrefab == null)
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throw new Exception("Player Prefab can't be null.");
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Protagonist playerInstance = Instantiate(playerPrefab, spawnLocation.position, spawnLocation.rotation);
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return playerInstance;
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}
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}
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