53 lines
1.3 KiB
C#
53 lines
1.3 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Spawner : MonoBehaviour {
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public GameObject PCEntityPrefab;
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public GameObject NPCEntityPrefab;
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private int LastID = 0;
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private Dictionary<int, GameObject> SpawnedEntities = new Dictionary<int, GameObject>();
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/// <summary>
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/// Spawns an entity and returns that entity.
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/// </summary>
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/// <param name="type">Type.</param>
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/// <param name="position">Position.</param>
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public GameObject Spawn(EntityType type, Vector3 position) {
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GameObject Spawned = null;
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switch (type) {
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case EntityType.PC:
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Spawned = Instantiate(PCEntityPrefab, position, new Quaternion(), transform);
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break;
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case EntityType.NPC:
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Spawned = Instantiate(NPCEntityPrefab, position, new Quaternion(), transform);
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break;
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}
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if (Spawned != null) {
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int ID = CreateID();
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Spawned.GetComponent<SyncBase>().ID = ID;
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SpawnedEntities[ID] = Spawned;
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}
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return Spawned;
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}
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public GameObject Get(int id) {
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return SpawnedEntities[id];
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}
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private void Start() {
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Spawn(EntityType.PC, new Vector3());
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}
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private void Update() {
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if (Input.GetButtonDown("Jump")) {
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Spawn(EntityType.NPC, new Vector3(Random.Range(-1f, 1f), 0, Random.Range(-2f, 2f)));
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}
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}
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private int CreateID() {
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return LastID++;
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}
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}
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