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2 Commits

Author SHA1 Message Date
Samir Badi
7175548e67 Spawen character at start of the game 2025-10-02 16:27:11 -04:00
Samir Badi
5cbe054e01 Spawn object at start of game 2025-10-02 15:45:00 -04:00
44 changed files with 2220 additions and 9 deletions

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using System.Collections.Generic;
using UnityEngine;
namespace MedievalParty.Core
{
[CreateAssetMenu(menuName = "ScriptableObjects/Characters/List", fileName = "Character")]
public class CharacterListSO: ScriptableObject
{
public List<CharacterSO> Characters;
}
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using UnityEngine;
namespace MedievalParty.Core
{
public class CharacterObject: MonoBehaviour
{
public void SetCharacter(CharacterSO character)
{
Instantiate(character.visual, transform);
}
}
}

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using UnityEngine;
namespace MedievalParty.Core
{
[CreateAssetMenu(menuName = "ScriptableObjects/Characters/Info", fileName = "Character")]
public class CharacterSO: ScriptableObject
{
public GameObject visual;
}
}

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using System.Collections.Generic;
using MedievalParty.Core;
using MedievalParty.Map.States;
using UnityEngine;
namespace MedievalParty.Map
{
public class MapManager: StateBehaviour
{
[Header("Characters")]
[SerializeField] private CharacterListSO characterList;
[SerializeField] private CharacterObject characterPrefab;
[Header("Spawn")]
[SerializeField] private List<Transform> spawnPoints;
[SerializeField] private float delayBeforeFirstSpawn = 1f;
[SerializeField] private float delayBetweenSpawn = .6f;
protected override void Start()
{
base.Start();
MapManager_SpawnState spawnState =
new MapManager_SpawnState(characterList, characterPrefab, spawnPoints, delayBeforeFirstSpawn, delayBetweenSpawn);
spawnState.onSpawnOver += (_, _) => ChangeState();
ChangeState(spawnState);
}
}
}

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using System;
using System.Collections.Generic;
using MedievalParty.Core;
using UnityEngine;
namespace MedievalParty.Map.States
{
public class MapManager_SpawnState: IState
{
public event EventHandler onSpawnOver;
private CharacterListSO _characterList;
private readonly CharacterObject _characterPrefab;
private readonly List<Transform> _spawnPoints;
private readonly float _delayBeforeFirstSpawn;
private readonly float _delayBetweenSpawn;
private float _delay;
private int _index;
public MapManager_SpawnState(CharacterListSO characterList, CharacterObject characterPrefab, List<Transform> spawnPoints, float delayBeforeFirstSpawn, float delayBetweenSpawn)
{
_characterList = characterList;
_characterPrefab = characterPrefab;
_spawnPoints = spawnPoints;
_delayBeforeFirstSpawn = delayBeforeFirstSpawn;
_delayBetweenSpawn = delayBetweenSpawn;
}
public void OnEnter()
{
_delay = _delayBeforeFirstSpawn;
_index = 0;
}
public void OnExit() { }
public void OnUpdate()
{
_delay -= Time.deltaTime;
if (_delay <= 0)
{
CharacterObject obj = GameObject.Instantiate(_characterPrefab, _spawnPoints[_index].position, Quaternion.identity);
obj.SetCharacter(_characterList.Characters[_index]);
_delay = _delayBetweenSpawn;
_index ++;
if(_index >= _characterList.Characters.Count)
onSpawnOver?.Invoke(this, EventArgs.Empty);
}
}
}
}

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