105 lines
3.5 KiB
C#
105 lines
3.5 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.AI;
|
|
|
|
//Define the system managing the events. (Singleton)
|
|
public sealed class EventManager : MonoBehaviour
|
|
{
|
|
//Singleton
|
|
private static EventManager _instance=null;
|
|
public static EventManager Instance { get
|
|
{
|
|
if(_instance is null)
|
|
Debug.LogError("Missing EventManager instance");
|
|
return _instance;
|
|
}
|
|
}
|
|
|
|
[HideInInspector]
|
|
public bool ready = false; //Wether the ClientManager is initialized
|
|
|
|
[SerializeField]
|
|
float SpawnRange = 1.0f;
|
|
[SerializeField]
|
|
int nbMaxEvents = 1; //Maximum active clients
|
|
[SerializeField]
|
|
float eventSpawnTimer = 0.5f; //Intial time before first spawn (pseudo-random after that)
|
|
[SerializeField]
|
|
float maxTimeNewEvents = 2.0f; //Longest waiting time for new clients
|
|
bool eventSpawnReady = false;
|
|
|
|
[SerializeField]
|
|
string EventRessourceFolder = "Events";
|
|
private Object[] events;
|
|
GameObject EventContainer=null;
|
|
List<int> eventIDs = new List<int>();
|
|
|
|
//Try to find a random point on NavMesh inside a range circle. A result would at a maximum distance of 2*range.
|
|
bool RandomPoint(Vector3 center, float range, out Vector3 result)
|
|
{
|
|
for (int i = 0; i < 50; i++)
|
|
{
|
|
Vector3 randomPoint = center + (Vector3)Random.insideUnitCircle * range;
|
|
NavMeshHit hit;
|
|
if (NavMesh.SamplePosition(randomPoint, out hit, range, NavMesh.AllAreas))
|
|
{
|
|
result = hit.position;
|
|
return true;
|
|
}
|
|
}
|
|
result = Vector3.zero;
|
|
return false;
|
|
}
|
|
|
|
public void spawnEvent(Vector3 position)
|
|
{
|
|
Vector3 spawnPoint;
|
|
if (eventSpawnReady && eventIDs.Count<nbMaxEvents && RandomPoint(position, SpawnRange, out spawnPoint))
|
|
{
|
|
Debug.DrawRay(spawnPoint, Vector3.up, Color.blue, 2.0f);
|
|
int prefabChoice = Random.Range(0, events.Length);
|
|
GameObject newEvent = Instantiate((GameObject)events[prefabChoice], spawnPoint, Quaternion.identity, EventContainer.transform); //Instantiate new event inside ClientManager
|
|
eventIDs.Add(newEvent.GetInstanceID()); //Save ID
|
|
newEvent.name = newEvent.name.Split('(')[0]+eventIDs[eventIDs.Count-1]; //Rename new client
|
|
|
|
eventSpawnTimer=Random.Range(1.0f, maxTimeNewEvents); //Need more random ?
|
|
eventSpawnReady=false;
|
|
}
|
|
}
|
|
//Awake is called when the script instance is being loaded.
|
|
void Awake()
|
|
{
|
|
//Singleton
|
|
if (_instance != null && _instance != this)
|
|
Destroy(this.gameObject);
|
|
else
|
|
_instance = this;
|
|
|
|
if(!ready)
|
|
{
|
|
EventContainer = GameObject.Find("/GameSystem/EventManager");
|
|
if (EventContainer is null)
|
|
throw new System.Exception("No EventManager found under GameSystem");
|
|
|
|
events = Resources.LoadAll(EventRessourceFolder);
|
|
if (events.Length==0)
|
|
{
|
|
Debug.LogWarning("EventManager didn't find events prefab in ressource folder : "+EventRessourceFolder);
|
|
}
|
|
|
|
ready = true;
|
|
}
|
|
}
|
|
|
|
// Update is called once per frame
|
|
void Update()
|
|
{
|
|
if(!eventSpawnReady)
|
|
{
|
|
eventSpawnTimer-= Time.deltaTime;
|
|
if(eventSpawnTimer<=0)
|
|
eventSpawnReady=true;
|
|
}
|
|
}
|
|
}
|