Cyber/Assets/Scripts/Spawner.cs

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