game: edits to how the ai spawner works

This commit is contained in:
Sc0rch-thinks 2024-08-16 21:58:40 +08:00
parent dcfea2e47e
commit d3875906a1
7 changed files with 1014 additions and 12 deletions

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@ -38,7 +38,7 @@ public class AIManager : MonoBehaviour
/// <summary>
/// AI Spawn locations
/// </summary>
[SerializeField] private List<Transform> aiSpawn;
[SerializeField] private GameObject[] aiSpawn;
/// <summary>
/// An array that contains the game objects of the AI objects
@ -55,7 +55,9 @@ public class AIManager : MonoBehaviour
/// </summary>
private void Start()
{
StartCoroutine(Manager());
aiSpawn = GameObject.FindGameObjectsWithTag($"AISpawn");
StartCoroutine(nameof(Manager));
}
/// <summary>
@ -72,6 +74,7 @@ private void OnDrawGizmosSelected()
/// </summary>
private IEnumerator Manager()
{
while (true)
{
// FIXME: feels weird
@ -79,9 +82,9 @@ private IEnumerator Manager()
if (_ais.Length < maxAI)
{
var rand = new Random();
var spawnNo = rand.Next(0, aiSpawn.Count);
var spawnNo = rand.Next(0, aiSpawn.Length);
var instance = Instantiate(aiPrefab, aiSpawn[spawnNo]);
var instance = Instantiate(aiPrefab, aiSpawn[spawnNo].transform.position, aiSpawn[spawnNo].transform.rotation);
}
foreach (var i in _ais)
@ -90,7 +93,7 @@ private IEnumerator Manager()
if (_distance > cullingDistance) Destroy(i.gameObject);
}
yield return new WaitForSeconds(1);
yield return new WaitForEndOfFrame();
}
}
}

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@ -9,6 +9,7 @@ TagManager:
- AIs
- Interfaces
- GameInterface
- AISpawn
layers:
- Default
- TransparentFX