PJ/Assets/scripts/dotfs_scripts/MANAGER_TowerGeneraton.cs

78 lines
No EOL
2.6 KiB
C#
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

using System.Collections.Generic;
using UnityEngine;
public class MANAGER_TowerGeneraton : MonoBehaviour
{
[Header("настройки чанков")]
[SerializeField] private List<GameObject> chunkPrefabs;
[SerializeField] private List<GameObject> finalChunkPrefabs;
[SerializeField] private int chunksBeforeFinish = 10;
[Header("связи")]
[SerializeField] private Transform playerTransform;
[SerializeField] private float spawnThreshold = 15f;
[SerializeField] private int initialChunks = 5;
private Vector3 _nextSpawnPoint;
private int _chunksSpawnedCount = 0;
private bool _isFinishSpawned = false;
private Queue<GameObject> _activeChunks = new Queue<GameObject>();
void Start()
{
_nextSpawnPoint = Vector3.zero;
for (int i = 0; i < initialChunks; i++)
{
SpawnNextChunk();
}
}
void Update()
{
if (_isFinishSpawned) return;
if (playerTransform.position.y > _nextSpawnPoint.y - spawnThreshold)
{
SpawnNextChunk();
}
if (_activeChunks.Count > 10)
{
Destroy(_activeChunks.Dequeue());
}
}
private void SpawnNextChunk()
{
GameObject prefabToSpawn = (_chunksSpawnedCount >= chunksBeforeFinish)
? finalChunkPrefabs[Random.Range(0, finalChunkPrefabs.Count)]
: chunkPrefabs[Random.Range(0, chunkPrefabs.Count)];
GameObject newChunk = Instantiate(prefabToSpawn);
// Находим точки входа и выхода в новом чанке
// Важно: в префабах должны быть дочерние объекты с именами "Entrance" и "Exit"
Transform entrance = newChunk.transform.Find("Entrance");
Transform exit = newChunk.transform.Find("Exit");
if (entrance != null && exit != null)
{
// Сдвигаем весь чанк так, чтобы его Entrance совпал с _nextSpawnPoint
Vector3 offset = newChunk.transform.position - entrance.position;
newChunk.transform.position = _nextSpawnPoint + offset;
// Запоминаем точку выхода этого чанка для следующего
_nextSpawnPoint = exit.position;
}
else
{
Debug.LogError($"В префабе {prefabToSpawn.name} не найдены точки Entrance/Exit!");
}
_activeChunks.Enqueue(newChunk);
_chunksSpawnedCount++;
if (_chunksSpawnedCount > chunksBeforeFinish) _isFinishSpawned = true;
}
}