2022-04-02 12:05:08 -04:00

53 lines
1.4 KiB
C#

#nullable enable
using System.Collections;
using NaughtyAttributes;
using UnityEngine;
public class Arena : MonoBehaviour {
[SerializeField] [Required]
GameFlowManager gameFlowManager = null!;
//TODO probably add initial direction too
//TODO Add some kind of "MinLength(1)" attribute
[SerializeField]
Vector3[] spawners = null!;
[SerializeField] [Required]
ArenaStats stats = null!;
[SerializeField] [Required]
GameObject monsterPrefab = null!;
SafeZone safeZone = null!;
void Awake() => safeZone = GetComponentInChildren<SafeZone>();
void Start() => StartCoroutine(SpawnEnemies());
void SpawnEnemy(int spawnerIndex) {
if (gameFlowManager.Paused)
return;
var monster = Instantiate(monsterPrefab, spawners[spawnerIndex], Quaternion.identity).GetComponent<Monster>();
//TODO Replace hardcoded target with entity discovery
monster.SetTarget(FindObjectOfType<PlayerMovement>().transform);
}
IEnumerator SpawnEnemies() {
yield return new WaitForSeconds(stats.secondsBetweenSpawners);
int currentSpawner = 0;
while (true) {
SpawnEnemy(currentSpawner);
currentSpawner = Random.Range(0, spawners.Length);
yield return new WaitForSeconds(stats.secondsBetweenSpawners);
}
}
#if UNITY_EDITOR
void OnDrawGizmosSelected() {
Gizmos.color = Color.blue;
foreach (Vector3 spawner in spawners)
Gizmos.DrawWireCube(spawner, Vector3.one);
}
#endif
}