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+using UnityEngine; + +public static class GameObjectExtensions +{ + + /// + /// Retourns the bounds of all colliders in a gameobject + /// + /// Gameobject to get bounds of + /// Bounds of gameobject + public static Bounds GetBounds(this GameObject gameObject) + { + + Bounds bounds = new Bounds(gameObject.transform.position, Vector3.zero); + Collider[] colliders = gameObject.GetComponentsInChildren(); + foreach (Collider col in colliders) + { + bounds.Encapsulate(col.bounds); + } + + return bounds; + } + + +} diff --git a/Assets/Scripts/Extensions/GameObjectExtensions.cs.meta b/Assets/Scripts/Extensions/GameObjectExtensions.cs.meta new file mode 100644 index 0000000..4b80232 --- /dev/null +++ b/Assets/Scripts/Extensions/GameObjectExtensions.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a2d722badd419ef41af065f5a20e1d6a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + 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Prefab; + + [SerializeField] + private int HerdCount = 50; + + [SerializeField] + private Transform SpawnPoint; + + private List Herd; + + + + //Recieved movement input from player + private void OnMovement(InputValue value) + { + Vector2 input = value.Get(); + + } + + + [ContextMenu("Spawn")] + private void SpawnHerd() + { + float radius = 0; + GameObject prefabExample = Instantiate(Prefab); + Bounds bound = prefabExample.GetBounds(); + Debug.Log(bound.size); + Destroy(prefabExample); + + if (Herd != null) + Herd.ForEach(p => Destroy(p)); + Herd = new List(); + + for (int i = 0; i < HerdCount; i++) + { + + + + int SpawnAttempt = 0; + while (true) + { + + Vector3 position = Vector3.ProjectOnPlane(Random.onUnitSphere, Vector3.up) * radius; + Quaternion rotation = Quaternion.Euler(0, Random.Range(-25, 25), 0); + if (SpawnPoint != null) + position += SpawnPoint.position; + + if (SpawnPositionValid(position,rotation, bound)) + { + GameObject newObject = Instantiate(Prefab, position, 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