2022-04-02 17:20:01 -04:00

63 lines
1.6 KiB
C#

#nullable enable
using System;
using System.Collections;
using NaughtyAttributes;
using UnityEngine;
using Random = UnityEngine.Random;
public class Arena : MonoBehaviour {
[Serializable]
struct GladiatorEntrance {
public Vector2 position;
public Vector2 direction;
}
[SerializeField] [Required]
GameFlowManager gameFlowManager = null!;
//TODO probably add initial direction too
//TODO Add some kind of "MinLength(1)" attribute
[SerializeField]
GladiatorEntrance[] spawners = null!;
[SerializeField] [Required]
ArenaStats stats = null!;
[SerializeField] [Required]
GameObject entityPrefab = null!;
SafeZone safeZone = null!;
void Awake() => safeZone = GetComponentInChildren<SafeZone>();
void Start() => StartCoroutine(SpawnEnemies());
void SpawnEnemy(int spawnerIndex) {
if (gameFlowManager.Paused)
return;
var entity = Instantiate(entityPrefab, spawners[spawnerIndex].position, Quaternion.identity).GetComponent<Entity>();
entity.direction = spawners[spawnerIndex].direction;
entity.gameFlowManager = gameFlowManager;
}
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 (GladiatorEntrance entrance in spawners) {
Gizmos.DrawWireCube(entrance.position, Vector3.one);
Gizmos.DrawLine(entrance.position, entrance.position + entrance.direction);
}
}
#endif
}