SanAndreasUnity/Assets/Scripts/Behaviours/SpawnManager.cs

170 lines
4.7 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using SanAndreasUnity.Net;
using SanAndreasUnity.Utilities;
using System.Linq;
namespace SanAndreasUnity.Behaviours
{
public class SpawnManager : MonoBehaviour
{
public static SpawnManager Instance { get; private set; }
List<Transform> m_spawnPositions = new List<Transform>();
GameObject m_container;
public bool spawnPlayerWhenConnected = true;
public bool IsSpawningPaused { get; set; } = false;
public float spawnInterval = 4f;
float m_lastSpawnTime = 0f;
void Awake()
{
Instance = this;
}
void Start()
{
this.InvokeRepeating(nameof(RepeatedMethod), 1f, 1f);
Player.onStart += OnPlayerConnected;
}
void OnLoaderFinished()
{
if (!NetStatus.IsServer)
return;
// spawn players that were connected during loading process - this will always be the case for
// local player
UpdateSpawnPositions();
SpawnPlayers();
}
Transform GetSpawnFocusPos()
{
if (Ped.Instance)
return Ped.Instance.transform;
if (Camera.main)
return Camera.main.transform;
return null;
}
void RepeatedMethod()
{
if (!NetStatus.IsServer)
return;
this.UpdateSpawnPositions();
if (this.IsSpawningPaused)
return;
if (Time.time - m_lastSpawnTime >= this.spawnInterval)
{
// enough time passed
m_lastSpawnTime = Time.time;
this.SpawnPlayers();
}
}
void UpdateSpawnPositions()
{
if (!Loader.HasLoaded)
return;
if (!NetStatus.IsServer)
return;
Transform focusPos = GetSpawnFocusPos();
if (null == focusPos)
return;
if (null == m_container)
{
// create parent game object for spawn positions
m_container = new GameObject("Spawn positions");
// create spawn positions
m_spawnPositions.Clear();
for (int i = 0; i < 5; i++)
{
Transform spawnPos = new GameObject("Spawn position " + i).transform;
spawnPos.SetParent(m_container.transform);
m_spawnPositions.Add(spawnPos);
//NetManager.AddSpawnPosition(spawnPos);
}
}
// update spawn positions
m_spawnPositions.RemoveDeadObjects();
foreach (Transform spawnPos in m_spawnPositions)
{
spawnPos.position = focusPos.position + Random.insideUnitCircle.ToVector3XZ() * 15f;
}
}
void SpawnPlayers()
{
if (!NetStatus.IsServer)
return;
if (!Loader.HasLoaded)
return;
//var list = NetManager.SpawnPositions.ToList();
var list = m_spawnPositions;
list.RemoveDeadObjects();
if (list.Count < 1)
return;
foreach (var player in Player.AllPlayers)
{
SpawnPlayer(player, list);
}
}
public static Ped SpawnPlayer (Player player, List<Transform> spawns)
{
if (player.OwnedPed != null)
return null;
var spawn = spawns.RandomElement();
var ped = Ped.SpawnPed(Ped.RandomPedId, spawn.position, spawn.rotation);
player.OwnedPed = ped;
ped.WeaponHolder.autoAddWeapon = true;
// this ped should not be destroyed when he gets out of range
ped.gameObject.DestroyComponent<OutOfRangeDestroyer>();
Debug.LogFormat("Spawned ped for player {0}, net id {1}", player.connectionToClient.address, ped.netId);
return ped;
}
void OnPlayerConnected(Player player)
{
if (!NetStatus.IsServer)
return;
if (!Loader.HasLoaded) // these players will be spawned when loading process finishes
return;
if (!this.spawnPlayerWhenConnected)
return;
m_spawnPositions.RemoveDeadObjects();
SpawnPlayer(player, m_spawnPositions);
}
}
}