Files
real-shooter/Assets/Scripts/Bots/CharacterFactory.cs
2022-04-18 10:53:21 +07:00

94 lines
3.7 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using Unity;
public class CharacterFactory : MonoBehaviour
{
private CharacterFactory instance;
public CharacterFactory Instance { get { return instance; } }
[SerializeField] private List<NavPoint> spawnPointsForDefendersTeam;
[SerializeField] private List<NavPoint> spawnPointsForAttackersTeam;
[SerializeField] private GameObject AIPrefab;
[SerializeField] private GameObject PlayerPrefab;
private List<GameObject> Bots = new List<GameObject>();
private GameObject Player;
private void Awake()
{
if (instance == null)
instance = this;
else
Destroy(gameObject);
}
private void Start()
{
var attcNum = SettingsReader.Instance.GetSettings.numOfAttackers;
var defNum = SettingsReader.Instance.GetSettings.numOfDefenders;
var humanDef = SettingsReader.Instance.GetSettings.hasHumanDefender == true ? 1 : 0;
var humanAtc = SettingsReader.Instance.GetSettings.hasHumanAttacker == true ? 1 : 0;
if (humanAtc == 1 && humanDef == 1)
throw new System.ArgumentException("Can be only one human player");
for (int i = 0; i < attcNum - humanAtc; i++)
InstanciateEntity(Team.Attackers, TypeAI.D0DiskAI,
spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)]);
for (int i = 0; i < defNum - humanDef; i++)
InstanciateEntity(Team.Defenders, TypeAI.D0DiskAI,
spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)]);
if (humanAtc == 1)
InstanciateEntity(Team.Attackers, TypeAI.HumanAI,
spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)]);
if (humanDef == 1)
InstanciateEntity(Team.Defenders, TypeAI.HumanAI,
spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)]);
GameManager.OnResetScene += ResetCharacters;
}
private void InstanciateEntity(Team team, TypeAI typeAi, NavPoint spawnPoint)
{
var gameobject = GameObject.Instantiate(
typeAi == TypeAI.HumanAI ? PlayerPrefab : AIPrefab,
spawnPoint.position,
Quaternion.identity);
gameobject.SetActive(true);
if (typeAi == TypeAI.HumanAI)
{
gameobject.GetComponent<Player>().GetCharacter.Team = team;
Player = gameobject;
}
else
{
gameobject.GetComponent<NPC>().GetCharacter.Team = team;
gameobject.GetComponent<MovementController>().currentPosition = spawnPoint;
Bots.Add(gameobject);
}
}
private void ResetCharacters()
{
foreach (var bot in Bots)
{
var npc = bot.GetComponent<NPC>();
npc.ResetCharacter();
if (npc.GetCharacter.Team == Team.Attackers)
bot.transform.position = spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)].position;
else
bot.transform.position = spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)].position;
}
var player = Player.GetComponent<Player>();
if (player != null)
{
player.ResetCharacter();
if (player.GetCharacter.Team == Team.Attackers)
Player.transform.position = spawnPointsForAttackersTeam[Random.Range(0, spawnPointsForAttackersTeam.Count)].position;
else
Player.transform.position = spawnPointsForDefendersTeam[Random.Range(0, spawnPointsForDefendersTeam.Count)].position;
}
}
}