Cyber/Assets/Scripts/Entities/Spawner.cs

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using UnityEngine;
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using Cyber.Console;
namespace Cyber.Entities {
/// <summary>
/// A utility class to spawn entities into the world based on
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/// their <see cref="EntityType"/>.
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/// </summary>
public class Spawner : MonoBehaviour {
/// <summary>
/// The <see cref="SyncDB"/> this <see cref="Spawner"/> should be using to
/// set entities' IDs.
/// </summary>
public SyncDB SyncDB;
/// <summary>
/// The <see cref="EntityType.PC"/> prefab.
/// </summary>
public GameObject PCEntityPrefab;
/// <summary>
/// The <see cref="EntityType.NPC"/> prefab.
/// </summary>
public GameObject NPCEntityPrefab;
/// <summary>
/// Spawns an entity and returns that entity.
/// </summary>
/// <param name="type">Type.</param>
/// <param name="position">Position.</param>
/// <param name="ids">The ids of the entity's synced components. Should be
/// set if they exist already (eg. the server has sent them over). These
/// ids should be from <see cref="SyncDB.GetEntityIDs"/>. To create new
/// ids, leave as the default (null).</param>
public GameObject Spawn(EntityType type, Vector3 position, int[] ids = null) {
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GameObject Spawned = null;
switch (type) {
case EntityType.PC:
Spawned = Instantiate(PCEntityPrefab, position, new Quaternion(), transform);
break;
case EntityType.NPC:
Spawned = Instantiate(NPCEntityPrefab, position, new Quaternion(), transform);
break;
}
if (Spawned != null) {
if (ids != null) {
SyncDB.AddEntity(Spawned, ids);
} else {
SyncDB.AddEntity(Spawned, SyncDB.GetNewEntityIDs(Spawned));
}
}
return Spawned;
}
/// <summary>
/// Removes the gameobject that was given as an argument from the world.
/// </summary>
/// <param name="gameObject">Gameobject to be removed.</param>
public void Remove(GameObject gameObject) {
SyncDB.RemoveEntity(gameObject);
Destroy(gameObject);
}
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}
}