Files
Fruitomation/Assets/Scripts/Game/FruitSpawner.cs

83 lines
2.9 KiB
C#

using System.Collections.Generic;
using Fruitomation.Game.Items;
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 Canvas GameCanvas;
[Header("Prefabs")]
[SerializeField] private GameObject BaseItemPrefab;
[SerializeField] private GameObject ApplePrefab;
[SerializeField] private GameObject GrapePrefab;
[SerializeField] private GameObject BananaPrefab;
[SerializeField] private GameObject MangoPrefab;
[SerializeField] private GameObject DurianPrefab;
[SerializeField] private GameObject PitayaPrefab;
[SerializeField] private GameObject KiwiPrefab;
[SerializeField] private GameObject BuddhasHandPrefab;
private float TimeUntilNextSpawn;
private int CurrentItemCount => FruitSpawnParent.childCount;
private void Update()
{
if (CurrentItemCount <= MaxSpawned && GameStateController.Is(GameState.Simulation))
{
TimeUntilNextSpawn -= Time.deltaTime;
if (TimeUntilNextSpawn <= 0f)
{
TimeUntilNextSpawn = Random.Range(MinSpawnTime, MaxSpawnTime);
SpawnFruit();
}
}
}
private void SpawnFruit()
{
List<ItemType> unlocked = new() { ItemType.Apple };
if (UpgradeManager.Is(BasicUpgrade.Grapes))
unlocked.Add(ItemType.Grape);
if (UpgradeManager.Is(BasicUpgrade.Bananas))
unlocked.Add(ItemType.Banana);
if (UpgradeManager.Is(BasicUpgrade.Kiwi))
unlocked.Add(ItemType.Kiwi);
if (UpgradeManager.Is(BasicUpgrade.Mangoes))
unlocked.Add(ItemType.Mango);
if (UpgradeManager.Is(BasicUpgrade.Durian))
unlocked.Add(ItemType.Durian);
if (UpgradeManager.Is(BasicUpgrade.BuddhasHand))
unlocked.Add(ItemType.BuddhasHand);
if (UpgradeManager.Is(BasicUpgrade.Pitayas))
unlocked.Add(ItemType.Pitaya);
GameObject parent = Instantiate(BaseItemPrefab, FruitSpawnParent);
ItemType type = unlocked[Random.Range(0, unlocked.Count)];
ItemBehaviour behaviour = parent.GetComponent<ItemBehaviour>();
Debug.Assert(behaviour is not null, "Could not find ItemBehaviour");
behaviour.InitBehaviour(GameCanvas, type);
}
}
}