game: placeholder npc spawning

This commit is contained in:
kookiekenobi 2025-02-04 10:36:16 +08:00
parent e39110aa50
commit 25bf7d77c3
8 changed files with 1032 additions and 908 deletions

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@ -0,0 +1,915 @@
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File diff suppressed because it is too large Load diff

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@ -13,6 +13,7 @@ using UnityEngine;
public class Despawn : MonoBehaviour
{
private Player playerScript;
NPCSpawn npcSpawnScript;
/// <summary>
/// Destroy NPC object on trigger enter
@ -24,6 +25,8 @@ public class Despawn : MonoBehaviour
{
other.gameObject.SetActive(false);
Destroy(other.gameObject);
npcSpawnScript.npcSpawned = false;
}
}

View file

@ -24,6 +24,14 @@ public class GameManager : MonoBehaviour
[SerializeField]
public bool shiftStarted;
[Header("Walk Points (FOR DEBUGGING")]
public Transform[] frontWalkPoints;
public Transform[] leftWalkPoints;
public Transform[] rightWalkPoints;
public GameObject leftWalkPointSet;
public GameObject rightWalkPointSet;
/// <summary>
/// Do Not Destroy on Load
@ -39,5 +47,5 @@ public class GameManager : MonoBehaviour
{
Destroy(gameObject);
}
}
}
}

View file

@ -14,17 +14,19 @@ public class NPCMovement : MonoBehaviour
/// <summary>
/// References and Variables
/// </summary>
public Transform[] frontWalkPoints;
/*public Transform[] frontWalkPoints;
public Transform[] leftWalkPoints;
public Transform[] rightWalkPoints;
public Transform[] rightWalkPoints;*/
public float movementSpeed = 10.0f;
public float turnSpeed = 5.0f;
private int currentPtIndex = 0;
[SerializeField] private GameObject leftWalkPointSet;
[SerializeField] private GameObject rightWalkPointSet;
/*[SerializeField] private GameObject leftWalkPointSet;
[SerializeField] private GameObject rightWalkPointSet;*/
public bool inFrontOfPlayer = false;
private GameManager gm;
/// <summary>
/// Start the coroutine
@ -39,13 +41,13 @@ public class NPCMovement : MonoBehaviour
/// </summary>
public void WalkToPlayerLeft()
{
leftWalkPointSet.SetActive(true);
gm.leftWalkPointSet.SetActive(true);
StartCoroutine(WalkingToPlayerLeft());
}
public void WalkToPlayerRight()
{
rightWalkPointSet.SetActive(true);
gm.rightWalkPointSet.SetActive(true);
StartCoroutine(WalkingToPlayerRight());
}
@ -55,14 +57,14 @@ public class NPCMovement : MonoBehaviour
/// <returns></returns>
IEnumerator WalkingToPlayer()
{
while (currentPtIndex < frontWalkPoints.Length)
while (currentPtIndex < gm.frontWalkPoints.Length)
{
if (frontWalkPoints.Length == 0)
if (gm.frontWalkPoints.Length == 0)
{
yield break;
}
Transform targetPt = frontWalkPoints[currentPtIndex];
Transform targetPt = gm.frontWalkPoints[currentPtIndex];
Vector3 direction = targetPt.position - transform.position;
Quaternion lookRotation = Quaternion.LookRotation(new Vector3(direction.x,0,direction.z));
@ -72,10 +74,9 @@ public class NPCMovement : MonoBehaviour
if (Vector3.Distance(transform.position, targetPt.position) < 0.1f)
{
/*Debug.Log($"Reached {currentPtIndex}");*/
currentPtIndex++;
if (currentPtIndex >= frontWalkPoints.Length)
if (currentPtIndex >= gm.frontWalkPoints.Length)
{
StopAllCoroutines();
currentPtIndex = 0;
@ -94,14 +95,14 @@ public class NPCMovement : MonoBehaviour
/// <returns></returns>
IEnumerator WalkingToPlayerLeft()
{
while (currentPtIndex < leftWalkPoints.Length)
while (currentPtIndex < gm.leftWalkPoints.Length)
{
if (leftWalkPoints.Length == 0)
if (gm.leftWalkPoints.Length == 0)
{
yield break;
}
Transform targetPt = leftWalkPoints[currentPtIndex];
Transform targetPt = gm.leftWalkPoints[currentPtIndex];
Vector3 direction = targetPt.position - transform.position;
Quaternion lookRotation = Quaternion.LookRotation(new Vector3(direction.x,0,direction.z));
@ -111,10 +112,9 @@ public class NPCMovement : MonoBehaviour
if (Vector3.Distance(transform.position, targetPt.position) < 0.1f)
{
/*Debug.Log($"Reached {currentPtIndex}");*/
currentPtIndex++;
if (currentPtIndex >= leftWalkPoints.Length)
if (currentPtIndex >= gm.leftWalkPoints.Length)
{
StopAllCoroutines();
currentPtIndex = 0;
@ -132,14 +132,14 @@ public class NPCMovement : MonoBehaviour
/// <returns></returns>
IEnumerator WalkingToPlayerRight()
{
while (currentPtIndex < rightWalkPoints.Length)
while (currentPtIndex < gm.rightWalkPoints.Length)
{
if (rightWalkPoints.Length == 0)
if (gm.rightWalkPoints.Length == 0)
{
yield break;
}
Transform targetPt = rightWalkPoints[currentPtIndex];
Transform targetPt = gm.rightWalkPoints[currentPtIndex];
Vector3 direction = targetPt.position - transform.position;
Quaternion lookRotation = Quaternion.LookRotation(new Vector3(direction.x,0,direction.z));
@ -149,10 +149,9 @@ public class NPCMovement : MonoBehaviour
if (Vector3.Distance(transform.position, targetPt.position) < 0.1f)
{
/*Debug.Log($"Reached {currentPtIndex}");*/
currentPtIndex++;
if (currentPtIndex >= rightWalkPoints.Length)
if (currentPtIndex >= gm.rightWalkPoints.Length)
{
StopAllCoroutines();
currentPtIndex = 0;

View file

@ -0,0 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NPCSpawn : MonoBehaviour
{
[SerializeField] private float npcBufferTime;
public bool npcSpawned = false;
/*[SerializeField]
List<GameObject> NPCs = new List<GameObject>();*/
[SerializeField]
GameObject npc;
void Update()
{
if (!npcSpawned)
{
StartCoroutine(SpawnNPCAfterWait());
}
}
void SpawnNPC()
{
StopAllCoroutines();
Instantiate(npc, transform.position, Quaternion.identity);
npcSpawned = true;
}
IEnumerator SpawnNPCAfterWait()
{
yield return new WaitForSeconds(npcBufferTime);
SpawnNPC();
}
}

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