Files
2026-05-04 22:36:24 +03:00

161 lines
5.1 KiB
C#

using System;
using System.Collections.Generic;
using Alchemy.Inspector;
using Code.PassingObjects;
using UnityEngine;
using Random = UnityEngine.Random;
namespace Code.GameplayServices
{
// [OnListViewChanged(
// OnItemChanged = nameof(OnPassingObjectsPresetsChanged),
// OnItemsAdded = nameof(OnPassingObjectsPresetsAdded),
// OnItemsRemoved = nameof(OnPassingObjectsPresetsRemoved),
// OnSelectedIndicesChanged = nameof(OnPassingObjectsPresetsIndicesChanged),
// OnItemIndexChanged = nameof(OnPassingObjectsPresetsIndexChanged))
// ]
// public float[] array;
//
// void OnPassingObjectsPresetsChanged(int index, PassingObjectsPreset item)
// {
// Debug.Log($"Changed: [{index}] -> {item}");
// }
//
// void OnPassingObjectsPresetsAdded(IEnumerable<int> indices)
// {
// Debug.Log($"Added: [{string.Join(',', indices)}]");
// }
//
// void OnPassingObjectsPresetsRemoved(IEnumerable<int> indices)
// {
// Debug.Log($"Removed: [{string.Join(',', indices)}]");
// }
//
// void OnPassingObjectsPresetsIndicesChanged(IEnumerable<int> indices)
// {
// Debug.Log($"Selected: [{string.Join(',', indices)}]");
// }
//
// void OnPassingObjectsPresetsIndexChanged(int before, int after)
// {
// Debug.Log($"Index Changed: [{before} -> {after}]");
// }
public class PassingObjectsManager : MonoBehaviour
{
[TabGroup("Spawn")] [SerializeField] private List<Transform> spawnPoints;
[TabGroup("Spawn")] [SerializeField] private List<GameObject> prefabs;
[TabGroup("Gameplay")] [SerializeField]
private float behindPlayerThreshold;
[TabGroup("Gameplay")] [SerializeField]
private float obstacleCooldown;
[OnListViewChanged(
OnItemChanged = nameof(OnPassingObjectsPresetsChanged),
OnItemsAdded = nameof(OnPassingObjectsPresetsAdded),
OnItemsRemoved = nameof(OnPassingObjectsPresetsRemoved),
OnSelectedIndicesChanged = nameof(OnPassingObjectsPresetsIndicesChanged),
OnItemIndexChanged = nameof(OnPassingObjectsPresetsIndexChanged))
]
[TabGroup("Gameplay")] [SerializeField]
private List<PassingObjectsPreset> obstaclesPresets;
void OnPassingObjectsPresetsChanged(int index, PassingObjectsPreset item)
{
float totalChance = 0f;
for (var i = 0; i < obstaclesPresets.Count; i++)
{
if (i == index) continue;
totalChance += obstaclesPresets[i].chance;
}
if(item.chance > 1 - totalChance) item.chance = 1 - totalChance;
}
void OnPassingObjectsPresetsAdded(IEnumerable<int> indices)
{
}
void OnPassingObjectsPresetsRemoved(IEnumerable<int> indices)
{
}
void OnPassingObjectsPresetsIndicesChanged(IEnumerable<int> indices)
{
}
void OnPassingObjectsPresetsIndexChanged(int before, int after)
{
}
private List<GameObject> _spawnedObjects = new();
public float BehindPlayerThreshold => behindPlayerThreshold;
public static PassingObjectsManager Instance { get; private set; }
private void Awake()
{
Instance = this;
}
public void ResetObjects()
{
foreach (var spawnedObject in _spawnedObjects)
{
Destroy(spawnedObject);
}
_spawnedObjects.Clear();
_timer = 0f;
}
public void KillChild(PassingObject child)
{
if (!_spawnedObjects.Contains(child.gameObject)) return;
_spawnedObjects.Remove(child.gameObject);
Destroy(child.gameObject);
}
private float _timer;
private void Update()
{
if(GameplayManager.Instance.OnPause) return;
_timer += Time.deltaTime;
if (!(_timer > obstacleCooldown)) return;
_timer = 0f;
if (prefabs.Count == 0 && obstaclesPresets.Count > 0) return;
var presetId = Random.Range(0, obstaclesPresets.Count);
var chance = Random.Range(0,1f);
_spawnedObjects.Add(
Instantiate(
prefabs[obstaclesPresets[presetId].prefabId1],
spawnPoints[0].position,
spawnPoints[0].rotation));
_spawnedObjects.Add(
Instantiate(
prefabs[obstaclesPresets[presetId].prefabId2],
spawnPoints[1].position,
spawnPoints[1].rotation));
_spawnedObjects.Add(
Instantiate(
prefabs[obstaclesPresets[presetId].prefabId3],
spawnPoints[2].position,
spawnPoints[2].rotation));
}
}
[Serializable]
public class PassingObjectsPreset
{
public int prefabId1;
public int prefabId2;
public int prefabId3;
[Range(0,1f)]
public float chance;
}
}