86 lines
2.6 KiB
C#
86 lines
2.6 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEditor;
|
|
|
|
//Define the system managing the clients. (Singleton)
|
|
public sealed class ClientManager : MonoBehaviour
|
|
{
|
|
int currentNbClient = 0;
|
|
int nbMaxClients = 1;
|
|
bool clientSpawnReady = false;
|
|
float clientSpawnTimer = 2.0f; //Intial time before first spawn (pseudo-random after that)
|
|
float maxTimeNewClients = 10.0f;
|
|
|
|
string ClientRessourceFolder = "Clients";
|
|
Vector3 spawnPosition = new Vector3(0, 0, 0);
|
|
private Object[] clients;
|
|
|
|
//Request new client
|
|
//Return wether a new client was created
|
|
public bool clientRequest()
|
|
{
|
|
if(clientSpawnReady && currentNbClient<nbMaxClients)
|
|
{
|
|
GameObject newClient = (GameObject)clients[Random.Range(0, clients.Length)];
|
|
// Debug.Log("Spawning "+clientPrefab.name+" at "+spawnPosition);
|
|
Instantiate(newClient, spawnPosition, Quaternion.identity);
|
|
currentNbClient+=1;
|
|
clientSpawnTimer=Random.Range(1.0f, maxTimeNewClients); //Need more random ?
|
|
clientSpawnReady=false;
|
|
|
|
return true; //New client instantiated
|
|
}
|
|
return false; //No new client
|
|
}
|
|
|
|
// Start is called before the first frame update
|
|
void Start()
|
|
{
|
|
// Find all assets labelled with 'usable' :
|
|
// string[] guids = AssetDatabase.FindAssets("", new string[] {"Assets/Prefabs/Characters/Clients"});
|
|
|
|
// foreach (string guid in guids)
|
|
// {
|
|
// Debug.Log(AssetDatabase.GUIDToAssetPath(guid));
|
|
// Instantiate(guid, spawnPosition, Quaternion.identity);
|
|
// }
|
|
|
|
clients = Resources.LoadAll(ClientRessourceFolder);
|
|
|
|
foreach (var c in clients)
|
|
{
|
|
Debug.Log(gameObject.name+" : "+c.name + " loaded");
|
|
}
|
|
}
|
|
|
|
// Update is called once per frame
|
|
void Update()
|
|
{
|
|
if(!clientSpawnReady)
|
|
{
|
|
clientSpawnTimer-= Time.deltaTime;
|
|
if(clientSpawnTimer<=0)
|
|
clientSpawnReady=true;
|
|
}
|
|
}
|
|
|
|
//// Singleton Implementation (https://jlambert.developpez.com/tutoriels/dotnet/implementation-pattern-singleton-csharp/#LIII) ////
|
|
private ClientManager()
|
|
{
|
|
}
|
|
|
|
public static ClientManager Instance { get { return Nested.instance; } }
|
|
|
|
private class Nested
|
|
{
|
|
// Explicit static constructor to tell C# compiler
|
|
// not to mark type as beforefieldinit
|
|
static Nested()
|
|
{
|
|
}
|
|
|
|
internal static readonly ClientManager instance = new GameObject("ClientManager").AddComponent<ClientManager>();
|
|
}
|
|
////
|
|
}
|