using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class HerdController : MonoBehaviour
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{
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[SerializeField]
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private GameObject Prefab;
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[SerializeField]
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private int HerdCount = 50;
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[SerializeField]
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private Transform SpawnPoint;
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[SerializeField]
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private float WaitTime;
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[SerializeField]
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private Transform Centre;
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private float lastTime;
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private List<PlayerController> Herd;
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private Vector2 recievedInput;
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void Start()
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{
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SpawnHerd();
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}
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//Recieved movement input from player
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private void OnMovement(InputValue value)
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{
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Vector2 input = value.Get<Vector2>();
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if (input.magnitude > 0)
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input = input.normalized;
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Herd.ForEach(p => p.SetMovement(input));
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recievedInput = input;
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}
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[ContextMenu("Spawn")]
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private void SpawnHerd()
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{
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float radius = 0;
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GameObject prefabExample = Instantiate(Prefab);
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Bounds bound = prefabExample.GetBounds();
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Debug.Log(bound.size);
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Destroy(prefabExample);
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if (Herd != null)
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Herd.ForEach(p => Destroy(p));
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Herd = new List<PlayerController>();
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for (int i = 0; i < HerdCount; i++)
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{
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int SpawnAttempt = 0;
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while (true)
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{
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Vector3 position = Vector3.ProjectOnPlane(Random.onUnitSphere, Vector3.up) * radius;
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Quaternion rotation = Quaternion.identity;
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if (SpawnPoint != null)
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position += SpawnPoint.position;
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if (SpawnPositionValid(position, rotation, bound))
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{
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GameObject newObject = Instantiate(Prefab, position, rotation, transform);
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Herd.Add(newObject.GetComponent<PlayerController>());
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break;
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}
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SpawnAttempt++;
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if (SpawnAttempt % 10 == 0)
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{
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radius += bound.size.magnitude;
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}
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if (SpawnAttempt == 100)
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break;
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}
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}
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Debug.Log("Total Spawned: " + Herd.Count);
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}
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public void FixedUpdate()
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{
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if (recievedInput.magnitude > 0 && lastTime + WaitTime < Time.time)
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{
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Herd.ForEach(p => p.MoveObject(WaitTime));
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lastTime = Time.time;
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}
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if (Centre != null)
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Centre.position = Herd.Aggregate(new Vector3(0, 0, 0), (s, v) => s + v.transform.position) / (float)Herd.Count;
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}
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public void RemoveHorse(PlayerController horse)
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{
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Herd.Remove(horse);
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Destroy(horse.gameObject);
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}
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private bool SpawnPositionValid(Vector3 position, Quaternion rotation, Bounds bound)
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{
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Collider[] colliders = Physics.OverlapBox(position, bound.extents, rotation);
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Debug.DrawLine(position, position + Vector3.up);
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foreach (Collider col in colliders)
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{
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if (col.GetComponentInChildren<PlayerController>())
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return false;
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if (col.GetComponentInParent<PlayerController>())
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return false;
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}
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return true;
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}
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}
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