2017-05-09 03:25:04 +02:00
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using UnityEngine;
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2017-05-08 23:03:02 +02:00
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using Cyber.Console;
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namespace Cyber.Entities {
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/// <summary>
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/// A utility class to spawn entities into the world based on
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2017-05-09 00:02:18 +02:00
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/// their <see cref="EntityType"/>.
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2017-05-08 23:03:02 +02:00
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/// </summary>
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public class Spawner : MonoBehaviour {
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/// <summary>
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/// The <see cref="SyncDB"/> this <see cref="Spawner"/> should be using to
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/// set entities' IDs.
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/// </summary>
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public SyncDB SyncDB;
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/// <summary>
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/// The <see cref="EntityType.PC"/> prefab.
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/// </summary>
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public GameObject PCEntityPrefab;
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/// <summary>
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/// The <see cref="EntityType.NPC"/> prefab.
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/// </summary>
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public GameObject NPCEntityPrefab;
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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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/// <param name="ids">The ids of the entity's synced components. Should be
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/// set if they exist already (eg. the server has sent them over). These
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/// ids should be from <see cref="SyncDB.GetEntityIDs"/>. To create new
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/// ids, leave as the default (null).</param>
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2017-05-09 05:13:30 +02:00
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public GameObject Spawn(EntityType type, Vector3 position, int[] ids = null) {
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2017-05-08 23:03:02 +02:00
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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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if (ids != null) {
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SyncDB.AddEntity(Spawned, ids);
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} else {
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SyncDB.AddEntity(Spawned, SyncDB.GetNewEntityIDs(Spawned));
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}
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}
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return Spawned;
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}
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}
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}
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