111 lines
4.4 KiB
C#
111 lines
4.4 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
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namespace SciFiShipController
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{
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/// <summary>
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/// Sample ship spawner that leverages the in-build ShipSpawner class. In your project,
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/// you'll want to include "using SciFiShipController" namespace and write your own code.
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/// </summary>
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[AddComponentMenu("Sci-Fi Ship Controller/Samples/Ship Spawner 1")]
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[HelpURL("http://scsmmedia.com/ssc-documentation")]
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public class SampleShipSpawner1 : MonoBehaviour
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{
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#region Public variables
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[Header("Player")]
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public GameObject playerShip = null;
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[Header("Prefabs")]
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public ShipControlModule npcShipPrefab = null;
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#endregion
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#region Private variables
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#endregion
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#region Initialisation Methods
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void Awake()
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{
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// In this example we already have the player setup in the scene. You could instantiate it from a prefab.
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// We also use a camera and the ShipCameraModule for the player ship. You don't need to use our ShipCameraModule.
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if (playerShip == null) { Debug.LogWarning("Please supply a player from the scene"); }
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if (npcShipPrefab == null) { Debug.LogWarning("Please supply a Ship prefab for the non-player ships"); }
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else
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{
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Squadron squadron1 = new Squadron();
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if (squadron1 != null)
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{
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squadron1.squadronName = "Blue Squadron";
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squadron1.squadronId = 1;
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// The squadron will be created at the location of the gameobject you place in the scene
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squadron1.anchorPosition = this.transform.position;
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// What types of ships are we spawning?
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squadron1.shipPrefab = npcShipPrefab.gameObject;
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// Optionally place the player from the scene at the head of the squadron
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squadron1.playerShip = playerShip;
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// Place the ships in a classic Vic (Vee) formation
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squadron1.tacticalFormation = Squadron.TacticalFormation.Vic;
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// Configure the formation layout
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squadron1.rowsX = 1; // Not used for Vic formations
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squadron1.rowsZ = 5;
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squadron1.rowsY = 2; // 2 stacks of ships (one above the other)
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// How far apart are the ships?
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squadron1.offsetX = 50f;
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squadron1.offsetZ = 50f;
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squadron1.offsetY = 125f;
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// Set the forwards direction of the squadron based on the rotation of the
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// rotation of the gameobject it is attached to.
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squadron1.fwdDirection = transform.rotation * Vector3.forward;
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ShipSpawner shipSpawner = new ShipSpawner();
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if (shipSpawner != null)
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{
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GameObject squadronGameObject = new GameObject(squadron1.squadronName);
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if (squadronGameObject != null)
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{
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squadronGameObject.transform.SetParent(gameObject.transform);
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// If you have your own AI ship component, it can be automatically added to the NPC ship prefab when it is spawned
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bool addAIScriptIfMissing = false;
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System.Type aiShipComponent = null;
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//aiShipComponent = typeof(myAIShipClass);
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if (shipSpawner.CreateSquadron(squadron1, squadronGameObject.transform, ShipDestroyCallBack, addAIScriptIfMissing ? aiShipComponent : null))
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{
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int numShips = squadron1.shipList == null ? 0 : squadron1.shipList.Count;
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Debug.Log("[DEBUG] Number of ships added to " + squadron1.squadronName + ": " + numShips);
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}
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}
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}
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}
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}
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}
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#endregion
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#region Private Member Methods
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private void ShipDestroyCallBack(Ship ship)
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{
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Debug.Log("Ship " + ship.shipId + " was destroyed in squadron " + ship.squadronId);
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}
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#endregion
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}
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}
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