Merge branch 'NewStory' of http://185.56.209.148/beyond/beyond into NewStory
This commit is contained in:
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- Player
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Assets/AI/Summons.meta
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8
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Assets/AI/Summons/SummonerSpawner.cs
Normal file
173
Assets/AI/Summons/SummonerSpawner.cs
Normal file
@@ -0,0 +1,173 @@
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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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public class SummonerSpawner : MonoBehaviour
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{
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[Header("Objects to spawn")]
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[SerializeField] private GameObject[] spawnableObjects;
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[Header("Spawner config")]
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[SerializeField] private int objectCount = 8;
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[SerializeField] private float spawnRadius = 5f;
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[SerializeField] private bool lookAtCenter = true;
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[Header("Spawn timing")]
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[SerializeField] private float delayBeforeSpawn = 1f;
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[SerializeField] private float timeBetweenSpawns = 0.2f;
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[Header("Debug")]
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[SerializeField] private bool drawGizmos = true;
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private int currentObjectIndex = 0;
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private List<GameObject> spawnedObjects = new List<GameObject>();
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private bool isSpawning = false;
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public void SelectNextObject()
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{
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if (spawnableObjects.Length == 0) return;
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currentObjectIndex = (currentObjectIndex + 1) % spawnableObjects.Length;
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Debug.Log($"Wybrano obiekt: {spawnableObjects[currentObjectIndex].name} (Index: {currentObjectIndex})");
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}
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public void SelectPreviousObject()
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{
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if (spawnableObjects.Length == 0) return;
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currentObjectIndex--;
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if (currentObjectIndex < 0)
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{
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currentObjectIndex = spawnableObjects.Length - 1;
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}
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Debug.Log($"Wybrano obiekt: {spawnableObjects[currentObjectIndex].name} (Index: {currentObjectIndex})");
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}
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public void ResetSpawn()
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{
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if (isSpawning)
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{
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StopAllCoroutines();
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isSpawning = false;
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}
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foreach (GameObject obj in spawnedObjects)
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{
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if (obj != null)
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{
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Destroy(obj);
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}
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}
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spawnedObjects.Clear();
|
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Debug.Log("Spawn zresetowany - usuniêto wszystkie obiekty");
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StartCoroutine(SpawnObjectsCoroutine());
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}
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private IEnumerator SpawnObjectsCoroutine()
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{
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if (spawnableObjects.Length == 0)
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{
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Debug.LogWarning("Brak obiektów do spawnowania!");
|
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yield break;
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}
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GameObject prefabToSpawn = spawnableObjects[currentObjectIndex];
|
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if (prefabToSpawn == null)
|
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{
|
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Debug.LogWarning("Wybrany obiekt jest null!");
|
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yield break;
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}
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isSpawning = true;
|
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yield return new WaitForSeconds(delayBeforeSpawn);
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for (int i = 0; i < objectCount; i++)
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{
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float angle = Random.Range(0f, 360f) * Mathf.Deg2Rad;
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float x = transform.position.x + spawnRadius * Mathf.Cos(angle);
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float z = transform.position.z + spawnRadius * Mathf.Sin(angle);
|
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Vector3 spawnPosition = new Vector3(x, transform.position.y, z);
|
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GameObject spawnedObj = Instantiate(prefabToSpawn, spawnPosition, Quaternion.identity);
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|
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if (lookAtCenter)
|
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{
|
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spawnedObj.transform.LookAt(transform.position);
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}
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spawnedObjects.Add(spawnedObj);
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if (i < objectCount - 1)
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{
|
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yield return new WaitForSeconds(timeBetweenSpawns);
|
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}
|
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}
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|
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Debug.Log($"Spawnowano {objectCount} obiektów typu: {prefabToSpawn.name}");
|
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isSpawning = false;
|
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}
|
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|
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public void SetSpawnRadius(float newRadius)
|
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{
|
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spawnRadius = Mathf.Max(0.1f, newRadius);
|
||||
Debug.Log($"Nowy promieñ spawnu: {spawnRadius}");
|
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}
|
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|
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public void SetObjectCount(int count)
|
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{
|
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objectCount = Mathf.Max(1, count);
|
||||
Debug.Log($"Nowa liczba obiektów: {objectCount}");
|
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}
|
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|
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public void SetObjectIndex(int index)
|
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{
|
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if (index >= 0 && index < spawnableObjects.Length)
|
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{
|
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currentObjectIndex = index;
|
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}
|
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}
|
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|
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public void SetDelayBeforeSpawn(float delay)
|
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{
|
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delayBeforeSpawn = Mathf.Max(0f, delay);
|
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}
|
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|
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public void SetTimeBetweenSpawns(float time)
|
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{
|
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timeBetweenSpawns = Mathf.Max(0f, time);
|
||||
}
|
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private void OnDrawGizmos()
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{
|
||||
if (!drawGizmos) return;
|
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|
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Gizmos.color = Color.yellow;
|
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|
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float angleStep = 360f / Mathf.Max(1, objectCount);
|
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Vector3 previousPoint = transform.position + new Vector3(spawnRadius, 0, 0);
|
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|
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for (int i = 1; i <= objectCount; i++)
|
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{
|
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float angle = i * angleStep * Mathf.Deg2Rad;
|
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float x = transform.position.x + spawnRadius * Mathf.Cos(angle);
|
||||
float z = transform.position.z + spawnRadius * Mathf.Sin(angle);
|
||||
Vector3 newPoint = new Vector3(x, transform.position.y, z);
|
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|
||||
Gizmos.DrawLine(previousPoint, newPoint);
|
||||
Gizmos.DrawWireSphere(newPoint, 0.2f);
|
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|
||||
previousPoint = newPoint;
|
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}
|
||||
|
||||
Gizmos.color = Color.red;
|
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Gizmos.DrawWireSphere(transform.position, 0.3f);
|
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}
|
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}
|
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2
Assets/AI/Summons/SummonerSpawner.cs.meta
Normal file
2
Assets/AI/Summons/SummonerSpawner.cs.meta
Normal file
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y: 341.37122
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fields:
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value: 8
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overrideSubtitleSettings: 0
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showNPCSubtitlesDuringLine: 1
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showNPCSubtitlesWithResponses: 1
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showPCSubtitlesDuringLine: 0
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skipPCSubtitleAfterResponseMenu: 0
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subtitleCharsPerSecond: 30
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minSubtitleSeconds: 2
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continueButton: 0
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overrideSequenceSettings: 0
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defaultPlayerSequence:
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overrideInputSettings: 0
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alwaysForceResponseMenu: 1
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cancelSubtitle:
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key: 27
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buttonName:
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cancelConversation:
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buttonName:
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nodeColor:
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dialogueEntries:
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fields:
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- title: Dialogue Text
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with power.
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- title: Parenthetical
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131
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131
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Reference in New Issue
Block a user