110 lines
2.5 KiB
C#
110 lines
2.5 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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using System.Collections;
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class CounterRespowner : MonoBehaviour
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{
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public const string RESPOWNER_NAME = "DungeonRespowner";
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public bool Respown = true;
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public int Counter = 20;
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public List<GameObject> minions;
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public List<GameObject> respownPoints;
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public int killedMinions = 0;
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private IEnumerator coroutine;
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public void Start()
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{
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}
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public void Update()
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{
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if(Respown && Counter > 0)
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{
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Respown = false;
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if (killedMinions < 4 && Counter > 20)
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{
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coroutine = SpownWithDelay(1.5f);
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} else if(Counter <= 20 && killedMinions >= 4)
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{
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coroutine = SpownWithDelay(3.0f);
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}
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StartCoroutine(coroutine);
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}
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}
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// najpier 10
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// a potem w wiekszych dstepach kolejne 20
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private IEnumerator SpownWithDelay(float waitTime)
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{
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yield return new WaitForSeconds(waitTime);
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RespownMinion();
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Counter -= 1;
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Respown = true;
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}
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public void RespownMinion()
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{
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GameObject minion = null;
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Vector3 spowner = Vector3.zero;
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// Draw minion
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minion = minions
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.ElementAt(UnityEngine.Random.Range(0, minions.Count()))
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;
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// Decide which spowner use
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spowner = respownPoints
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.ElementAt(UnityEngine.Random.Range(0, respownPoints.Count()))
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.transform
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.position
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;
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// Change position
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var newPosition = new Vector3(
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spowner.x + UnityEngine.Random.Range(-3.8f, 3.8f),
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spowner.y + UnityEngine.Random.Range(-3.8f, 3.8f),
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10
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);
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BuildMinion(minion, newPosition);
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}
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public void BuildMinion(GameObject minion, Vector3 coord)
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{
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var sceneGui = GameObject.FindGameObjectWithTag("EnemyCollection");
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if (sceneGui == null)
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{
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throw new Exception("GUI not found on scene!!!");
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return;
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}
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var newMinion = GameObject.Instantiate(minion, coord, Quaternion.identity, sceneGui.transform);
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newMinion.name = minion.name;
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// newMinion.transform.SetParent(sceneGui.transform);
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newMinion.GetComponent<SpriteRenderer>().sortingOrder = 3;
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newMinion.AddComponent<RespownTrigger>();
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newMinion.GetComponent<RespownTrigger>().SetParentRespowner(gameObject);
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}
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}
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