Files
Barrack-Unity/Assets/Scripts/Game/BallSpawner.cs
T

121 lines
3.9 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class BallSpawner : MonoBehaviour
{
public GameObject basicBallPrefab;
public GameObject nuclearBallPrefab;
public GameObject glassBallPrefab;
public GameObject eyeBallPrefab;
public GameObject oozeBallPrefab;
public GameObject fruitBallPrefab;
public GameObject gameBoard;
private static WaitForSeconds _waitForSeconds0_5 = new WaitForSeconds(0.5f);
private Queue<System.Action> ballQueue = new Queue<System.Action>();
private Queue<GameObject> balls = new Queue<GameObject>();
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
int currentLevel = PlayerPrefs.GetInt("CurrentLevel");
ballQueue.Enqueue(() => SpawnBall(basicBallPrefab));
ballQueue.Enqueue(() => SpawnBall(basicBallPrefab));
ballQueue.Enqueue(() => SpawnBall(basicBallPrefab));
ballQueue.Enqueue(() => SpawnBall(fruitBallPrefab));
ballQueue.Enqueue(() => SpawnBall(fruitBallPrefab));
ballQueue.Enqueue(() => SpawnBall(oozeBallPrefab));
StartCoroutine(SpawnBalls());
}
private void SpawnBall(GameObject ballPrefab)
{
if (ballPrefab == null || gameBoard == null)
{
Debug.LogWarning("BallSpawner: Missing ballPrefab or gameBoard reference.");
return;
}
Vector3 spawnPosition = GetRandomPositionInsideGameBoard();
var newBall = Instantiate(ballPrefab, spawnPosition, Quaternion.identity);
balls.Enqueue(newBall);
}
private Vector3 GetRandomPositionInsideGameBoard()
{
Bounds bounds;
Collider2D collider2D = gameBoard.GetComponent<Collider2D>();
if (collider2D != null)
{
bounds = collider2D.bounds;
}
else
{
Renderer boardRenderer = gameBoard.GetComponent<Renderer>();
if (boardRenderer == null)
{
Debug.LogWarning("BallSpawner: gameBoard needs a Collider2D or Renderer to read bounds.");
return gameBoard.transform.position;
}
bounds = boardRenderer.bounds;
}
const float edgeInset = 0.05f;
float randomX = Random.Range(bounds.min.x + edgeInset, bounds.max.x - edgeInset);
float randomY = Random.Range(bounds.min.y + edgeInset, bounds.max.y - edgeInset);
return new Vector3(randomX, randomY, gameBoard.transform.position.z);
}
private IEnumerator SpawnBalls()
{
while (ballQueue.Count > 0)
{
System.Action spawnAction = ballQueue.Dequeue();
spawnAction.Invoke();
yield return _waitForSeconds0_5;
}
// Disable collision between existing balls of certain types.
// Only basic balls and fruit balls will collide with each other, while ooze,
// nuclear, glass, and eye balls will not collide with any other balls.
// As an exception, glass balls will collide with other glass balls.
foreach (var ball in balls)
{
foreach (var otherBall in balls)
{
if (ball == otherBall) continue;
bool ballIsBasicOrFruit = ball.CompareTag("BasicBall") || ball.CompareTag("FruitBall");
bool otherIsBasicOrFruit = otherBall.CompareTag("BasicBall") || otherBall.CompareTag("FruitBall");
bool bothAreGlass = ball.CompareTag("GlassBall") && otherBall.CompareTag("GlassBall");
bool shouldCollide = (ballIsBasicOrFruit && otherIsBasicOrFruit) || bothAreGlass;
if (!shouldCollide)
{
Physics2D.IgnoreCollision(
ball.GetComponent<Collider2D>(),
otherBall.GetComponent<Collider2D>(),
true
);
}
}
}
}
}