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+1,10 @@ +using UnityEngine; + +namespace MedievalParty.Core +{ + [CreateAssetMenu(menuName = "ScriptableObjects/Characters/Info", fileName = "Character")] + public class CharacterSO: ScriptableObject + { + public GameObject visual; + } +} \ No newline at end of file diff --git a/Assets/Scripts/Core/CharacterSO.cs.meta b/Assets/Scripts/Core/CharacterSO.cs.meta new file mode 100644 index 0000000..5b8a2e1 --- /dev/null +++ b/Assets/Scripts/Core/CharacterSO.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 2505e2171f0b4d1e8b42c168a4cd2552 +timeCreated: 1759434845 \ No newline at end of file diff --git a/Assets/Scripts/Map/MapManager.cs b/Assets/Scripts/Map/MapManager.cs index 4ff8ad6..fe0ed71 100644 --- a/Assets/Scripts/Map/MapManager.cs +++ b/Assets/Scripts/Map/MapManager.cs @@ -7,9 +7,12 @@ namespace MedievalParty.Map { public class MapManager: StateBehaviour { + [Header("Characters")] + [SerializeField] private CharacterListSO characterList; + [SerializeField] private CharacterObject characterPrefab; + [Header("Spawn")] [SerializeField] private List spawnPoints; - [SerializeField] private GameObject tmp; [SerializeField] private float delayBeforeFirstSpawn = 1f; [SerializeField] private float delayBetweenSpawn = .6f; @@ -18,7 +21,7 @@ namespace MedievalParty.Map base.Start(); MapManager_SpawnState spawnState = - new MapManager_SpawnState(spawnPoints, tmp, delayBeforeFirstSpawn, delayBetweenSpawn); + new MapManager_SpawnState(characterList, characterPrefab, spawnPoints, delayBeforeFirstSpawn, delayBetweenSpawn); spawnState.onSpawnOver += (_, _) => ChangeState(); diff --git a/Assets/Scripts/Map/States/MapManager_SpawnState.cs b/Assets/Scripts/Map/States/MapManager_SpawnState.cs index 0fe324f..ca5476c 100644 --- a/Assets/Scripts/Map/States/MapManager_SpawnState.cs +++ b/Assets/Scripts/Map/States/MapManager_SpawnState.cs @@ -7,20 +7,23 @@ namespace MedievalParty.Map.States { public class MapManager_SpawnState: IState { - public event EventHandler onSpawnOver; - + public event EventHandler onSpawnOver; + + private CharacterListSO _characterList; + private readonly CharacterObject _characterPrefab; + private readonly List _spawnPoints; - private readonly GameObject _tmp; private readonly float _delayBeforeFirstSpawn; private readonly float _delayBetweenSpawn; private float _delay; private int _index; - public MapManager_SpawnState(List spawnPoints, GameObject tmp, float delayBeforeFirstSpawn, float delayBetweenSpawn) + public MapManager_SpawnState(CharacterListSO characterList, CharacterObject characterPrefab, List spawnPoints, float delayBeforeFirstSpawn, float delayBetweenSpawn) { + _characterList = characterList; + _characterPrefab = characterPrefab; _spawnPoints = spawnPoints; - _tmp = tmp; _delayBeforeFirstSpawn = delayBeforeFirstSpawn; _delayBetweenSpawn = delayBetweenSpawn; } @@ -38,12 +41,13 @@ namespace MedievalParty.Map.States if (_delay <= 0) { - GameObject.Instantiate(_tmp, _spawnPoints[_index].position, Quaternion.identity); - + CharacterObject obj = GameObject.Instantiate(_characterPrefab, _spawnPoints[_index].position, Quaternion.identity); + obj.SetCharacter(_characterList.Characters[_index]); + _delay = _delayBetweenSpawn; _index ++; - if(_index >= _spawnPoints.Count) + if(_index >= _characterList.Characters.Count) onSpawnOver?.Invoke(this, EventArgs.Empty); } }