using System.Collections; using System.Collections.Generic; using UnityEngine; using Cyber.Console; namespace Cyber.Entities { /// /// A utility class to spawn entities into the world based on /// their . /// public class Spawner : MonoBehaviour { /// /// The this should be using to /// set entities' IDs. /// public SyncDB SyncDB; /// /// The prefab. /// public GameObject PCEntityPrefab; /// /// The prefab. /// public GameObject NPCEntityPrefab; /// /// Spawns an entity and returns that entity. /// /// Type. /// Position. /// 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 . To create new /// ids, leave as the default (null). public GameObject Spawn(EntityType type, Vector3 position, uint[] ids = null) { 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; } private void Start() { Spawn(EntityType.PC, new Vector3()); } private void Update() { if (Input.GetButtonDown("Jump") && !Term.IsVisible()) { Spawn(EntityType.NPC, new Vector3(Random.Range(-1f, 1f), 0, Random.Range(-2f, 2f))); } } } }