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

100 lines
2.8 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>();
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
int currentLevel = PlayerPrefs.GetInt("CurrentLevel");
ballQueue.Enqueue(() => SpawnBasicBall());
ballQueue.Enqueue(() => SpawnBasicBall());
ballQueue.Enqueue(() => SpawnBasicBall());
ballQueue.Enqueue(() => SpawnFruitBall());
ballQueue.Enqueue(() => SpawnFruitBall());
StartCoroutine(SpawnBalls());
}
private void SpawnBasicBall()
{
if (basicBallPrefab == null || gameBoard == null)
{
Debug.LogWarning("BallSpawner: Missing basicBallPrefab or gameBoard reference.");
return;
}
Vector3 spawnPosition = GetRandomPositionInsideGameBoard();
Instantiate(basicBallPrefab, spawnPosition, Quaternion.identity);
}
private void SpawnFruitBall()
{
if (fruitBallPrefab == null || gameBoard == null)
{
Debug.LogWarning("BallSpawner: Missing fruitBallPrefab or gameBoard reference.");
return;
}
Vector3 spawnPosition = GetRandomPositionInsideGameBoard();
Instantiate(fruitBallPrefab, spawnPosition, Quaternion.identity);
}
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;
}
float randomX = Random.Range(bounds.min.x, bounds.max.x);
float randomY = Random.Range(bounds.min.y, bounds.max.y);
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;
}
}
}