using System.Collections; using System.Collections.Generic; using UnityEngine; namespace MoreMountains.Tools { /// /// This class lets you randomly spawn objects within its bounds (defined by a 3D collider) /// [RequireComponent(typeof(Collider))] public class MMRandomBoundsInstantiator : MonoBehaviour { /// the possible start modes public enum StartModes { Awake, Start, None } /// the possible scale modes you can use to rescale objects public enum ScaleModes { Uniform, Vector3 } [Header("Random instantiation")] /// whether this instantiator should auto trigger on Awake, Start, or never public StartModes StartMode = StartModes.Awake; /// the name to give to the instantiated object public string InstantiatedObjectName = "RandomInstantiated"; /// if this is true, the instantiated object will be parented to the spawner public bool ParentInstantiatedToThisObject = true; /// if this is true, every time InstantiateRandomObject is called, any previously instantiated object will be destroyed public bool DestroyPreviouslyInstantiatedObjects = true; [Header("Spawn")] /// the list containing all the objects that can potentially be instantiated public List RandomPool; /// the min and max bounds to use to determine a random quantity of objects to spawn [MMVector("Min", "Max")] public Vector2Int Quantity = new Vector2Int(1, 1); [Header("Scale")] /// the scale mode to use (uniform scales the whole object, Vector3 randomizes x, y and z scale elements public ScaleModes ScaleMode = ScaleModes.Uniform; /// the min scale to use in uniform mode [MMEnumCondition("ScaleMode", (int)ScaleModes.Uniform)] public float MinScale = 1f; /// the max scale to use in uniform mode [MMEnumCondition("ScaleMode", (int)ScaleModes.Uniform)] public float MaxScale = 1f; /// the min scale to use in vector3 mode [MMEnumCondition("ScaleMode", (int)ScaleModes.Vector3)] public Vector3 MinVectorScale = Vector3.one; /// the max scale to use in vector3 mode [MMEnumCondition("ScaleMode", (int)ScaleModes.Vector3)] public Vector3 MaxVectorScale = Vector3.one; [Header("Test")] /// a test button for your inspector [MMInspectorButton("Instantiate")] public bool InstantiateButton; protected Collider _collider; protected List _instantiatedGameObjects; protected Vector3 _newScale = Vector3.zero; /// /// On awake we instantiate if needed /// protected virtual void Awake() { _collider = this.gameObject.GetComponent(); if (StartMode == StartModes.Awake) { Instantiate(); } } /// /// On Start we instantiate if needed /// protected virtual void Start() { if (StartMode == StartModes.Start) { Instantiate(); } } /// /// Instantiates as many objects as needed, clearing previously existing ones if needed /// protected virtual void Instantiate() { if (_instantiatedGameObjects == null) { _instantiatedGameObjects = new List(); } // we destroy our previous object if needed if (DestroyPreviouslyInstantiatedObjects) { foreach(GameObject go in _instantiatedGameObjects) { DestroyImmediate(go); } _instantiatedGameObjects.Clear(); } int random = Random.Range(Quantity.x, Quantity.y); for (int i = 0; i < random; i++) { InstantiateRandomObject(); } } /// /// Spawns a random object from the pool of choices /// public virtual void InstantiateRandomObject() { // if the pool is empty we do nothing and exit if (RandomPool.Count == 0) { return; } // pick a random object and instantiates it int randomIndex = Random.Range(0, RandomPool.Count); GameObject obj = Instantiate(RandomPool[randomIndex], this.transform.position, this.transform.rotation); // we pick a random point within the bounds then move it to account for rotation/scale obj.transform.position = MMBoundsExtensions.MMRandomPointInBounds(_collider.bounds); obj.transform.position = _collider.ClosestPoint(obj.transform.position); // we name and parent our object obj.name = InstantiatedObjectName; if (ParentInstantiatedToThisObject) { obj.transform.SetParent(this.transform); } // we rescale the object switch (ScaleMode) { case ScaleModes.Uniform: float newScale = Random.Range(MinScale, MaxScale); obj.transform.localScale = Vector3.one * newScale; break; case ScaleModes.Vector3: _newScale = MMMaths.RandomVector3(MinVectorScale, MaxVectorScale); obj.transform.localScale = _newScale; break; } // we add it to our list _instantiatedGameObjects.Add(obj); } } }