Files
Fruitomation/Assets/Scripts/Game/FruitSpawner.cs
2026-04-12 14:21:33 +01:00

57 lines
1.8 KiB
C#

using PashaBibko.Pacore.Attributes;
using System.Collections.Generic;
using Fruitomation.Global;
using UnityEngine;
namespace Fruitomation.Game
{
public class FruitSpawner : MonoBehaviour
{
[Header("Settings")]
[SerializeField] private int MaxSpawned;
[SerializeField] private float MinSpawnTime;
[SerializeField] private float MaxSpawnTime;
[Header("References")]
[SerializeField] private Transform FruitSpawnParent;
[SerializeField] private GameObject[] FruitPrefabs;
[SerializeField] private Canvas GameCanvas;
[Header("Read only")]
[SerializeField, InspectorReadOnly] private List<FruitBehaviour> ActiveFruits;
private float TimeUntilNextSpawn;
private void Update()
{
if (ActiveFruits.Count <= MaxSpawned && GameStateController.Is(GameState.Simulation))
{
TimeUntilNextSpawn -= Time.deltaTime;
if (TimeUntilNextSpawn <= 0f)
{
TimeUntilNextSpawn = Random.Range(MinSpawnTime, MaxSpawnTime);
SpawnFruit();
}
}
}
private void SpawnFruit()
{
GameObject prefab = FruitPrefabs[Random.Range(0, FruitPrefabs.Length)];
GameObject go = Instantiate(prefab, FruitSpawnParent);
FruitBehaviour behaviour = go.GetComponent<FruitBehaviour>();
Debug.Assert(behaviour is not null, "Could not find FruitBehaviour");
ActiveFruits.Add(behaviour);
behaviour.InitFruitBehaviour
(
GameCanvas, this
);
}
public void RemoveFruit(FruitBehaviour fruit) => ActiveFruits.Remove(fruit);
}
}