114 lines
4.4 KiB
C#
114 lines
4.4 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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public class CharacterFactory : MonoBehaviour
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{
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private static CharacterFactory instance;
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public static CharacterFactory Instance => instance;
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[SerializeField] private List<NavPoint> spawnPointsForDefendersTeam;
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[SerializeField] private List<NavPoint> spawnPointsForAttackersTeam;
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[SerializeField] private GameObject AIPrefab;
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[SerializeField] private GameObject PlayerPrefab;
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private List<GameObject> bots = new List<GameObject>();
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public GameObject player { get; private set; }
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private void Awake()
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{
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if (instance == null)
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instance = this;
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else
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{
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Destroy(gameObject);
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Debug.LogError("Only 1 Instance");
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}
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}
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private void Start()
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{
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var attcNum = SettingsReader.Instance.GetSettings.NumOfAttackers;
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var defNum = SettingsReader.Instance.GetSettings.NumOfDefenders;
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var humanDef = SettingsReader.Instance.GetSettings.HasHumanDefender == true ? 1 : 0;
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var humanAtc = SettingsReader.Instance.GetSettings.HasHumanAttacker == true ? 1 : 0;
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if (humanAtc == 1 && humanDef == 1)
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throw new System.ArgumentException("Can be only one human player");
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for (int i = 0; i < attcNum - humanAtc; i++)
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InstanciateEntity(Team.Attackers, TypeAI.D0DiskAI,
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spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)]);
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for (int i = 0; i < defNum - humanDef; i++)
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InstanciateEntity(Team.Defenders, TypeAI.D0DiskAI,
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spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)]);
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if (humanAtc == 1)
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InstanciateEntity(Team.Attackers, TypeAI.HumanAI,
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spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)]);
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if (humanDef == 1)
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InstanciateEntity(Team.Defenders, TypeAI.HumanAI,
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spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)]);
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GameManager.OnResetScene += ResetCharacters;
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}
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private void InstanciateEntity(Team team, TypeAI typeAi, NavPoint spawnPoint)
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{
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var gameobject = GameObject.Instantiate(
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typeAi == TypeAI.HumanAI ? PlayerPrefab : AIPrefab,
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spawnPoint.Position,
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Quaternion.identity);
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gameobject.SetActive(true);
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if (team == Team.Attackers)
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gameObject.tag = "Attacker";
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else
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gameObject.tag = "Defender";
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if (typeAi == TypeAI.HumanAI)
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{
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gameobject.GetComponent<Player>().GetCharacter.Team = team;
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player = gameobject;
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}
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else
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{
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gameobject.GetComponent<NPC>().GetCharacter.Team = team;
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gameobject.GetComponent<MovementController>().PointStartID = spawnPoint.PointId;
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bots.Add(gameobject);
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}
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}
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public void ReSpawn(ICharacter character, ref Vector3 pos, ref int startPointId)
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{
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character.ResetCharacter();
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var team = character.GetCharacter.Team;
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NavPoint navPoint;
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if (team == Team.Attackers)
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navPoint = spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)];
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else
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navPoint = spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)];
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pos = navPoint.Position;
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startPointId = navPoint.PointId;
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}
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private void ResetCharacters()
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{
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foreach (var bot in bots)
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{
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var npc = bot.GetComponent<NPC>();
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npc.ResetCharacter();
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if (npc.GetCharacter.Team == Team.Attackers)
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bot.transform.position = spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)].Position;
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else
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bot.transform.position = spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)].Position;
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}
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Player player;
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if (TryGetComponent<Player>(out player))
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{
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player.ResetCharacter();
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if (player.GetCharacter.Team == Team.Attackers)
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this.player.transform.position = spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)].Position;
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else
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this.player.transform.position = spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)].Position;
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}
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}
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} |