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sota/RunningLateGame/Assets/Scripts/AiManager.cs

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/*
* author: ryan lin
* date: TODO
* description: TODO
*/
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using System.Collections;
using UnityEngine;
public class AIManager : MonoBehaviour
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{
/// <summary>
/// TODO
/// </summary>
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public Transform player;
/// <summary>
/// TODO
/// </summary>
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public float cullingDistance;
/// <summary>
/// TODO
/// </summary>
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public GameObject aiPrefab;
/// <summary>
/// TODO
/// </summary>
public int maxAI;
/// <summary>
/// TODO
/// </summary>
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private GameObject[] _ais;
/// <summary>
/// TODO
/// </summary>
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private float _distance;
/// <summary>
/// TODO
/// </summary>
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private void Start()
{
StartCoroutine(Manager());
}
/// <summary>
/// TODO
/// </summary>
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private void OnDrawGizmos()
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(player.position, cullingDistance);
}
/// <summary>
/// TODO
/// </summary>
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private IEnumerator Manager()
{
while (true)
{
// FIXME: feels weird
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_ais = GameObject.FindGameObjectsWithTag("AIs");
if (_ais.Length < maxAI)
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{
var instance = Instantiate(aiPrefab, gameObject.transform);
}
foreach (var i in _ais)
{
_distance = Vector3.Distance(i.transform.position, player.position);
if (_distance > cullingDistance) Destroy(i.gameObject);
}
yield return new WaitForSeconds(1);
}
// TODO: iterator never returns? is this intended?
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}
}