OldBlueWater/BlueWater/Assets/02.Scripts/SpawnController.cs

141 lines
5.4 KiB
C#

using System;
using Cinemachine;
using Sirenix.OdinInspector;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
using Random = UnityEngine.Random;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class SpawnController : MonoBehaviour
{
[SerializeField] private float instantiationDistance = 3f;
[SerializeField] private float checkRadius = 1f;
[SerializeField] private LayerMask checkLayer;
[Title("Crewmate 생성")]
[InfoBox("$CrewmateIndexInfoMessage")]
[SerializeField] private int crewmatePrefabIndex;
private Collider[] colliders = new Collider[MAX_COLLIDER];
private GameObject spawnPositionObj;
private CinemachineVirtualCamera cinemachineVirtualCamera;
private Transform spawnLocation;
private string CrewmateIndexInfoMessage => $"0 ~ {GameManager.Inst.CrewmatePrefabList.Count - 1} 숫자를 입력해주세요.";
private const string PLAYER_NAME = "Player";
private const string IN_ISLAND_PLAYER_NAME = "InIslandPlayer";
private const int MAX_COLLIDER = 10;
private void Start()
{
spawnPositionObj = GameObject.Find("StageMap/SpawnPosition");
if (spawnPositionObj == null)
{
print("StageMap 또는 SpawnPosition 오브젝트를 찾을 수 없습니다.");
return;
}
cinemachineVirtualCamera = GameObject.Find("Virtual Camera")?.GetComponent<CinemachineVirtualCamera>();
if (cinemachineVirtualCamera == null)
{
print("Virtual Camera 오브젝트를 찾을 수 없습니다.");
return;
}
spawnLocation = GameObject.Find("Characters")?.transform;
if (spawnLocation == null)
{
spawnLocation = new GameObject("Characters").transform;
}
var currentSceneName = SceneManager.GetActiveScene().name;
if (currentSceneName != "02.Main")
{
SpawnInIslandPlayer(spawnPositionObj.transform.position, GameManager.Inst.InIslandPlayerPrefab.transform.rotation);
}
}
private void SpawnInIslandPlayer(Vector3 spawnPos, Quaternion spawnRotation)
{
var islandPlayer = Instantiate(GameManager.Inst.InIslandPlayerPrefab, spawnPos, spawnRotation, spawnLocation);
islandPlayer.name = IN_ISLAND_PLAYER_NAME;
islandPlayer.gameObject.SetActive(true);
var playerInput = islandPlayer.GetComponent<PlayerInput>();
if (playerInput == null)
{
playerInput = islandPlayer.transform.AddComponent<PlayerInput>();
}
var desiredActionMap = playerInput.actions.FindActionMap(PLAYER_NAME);
if (desiredActionMap == null)
{
print($"Action map named '{PLAYER_NAME}' not found in player actions!");
return;
}
playerInput.defaultActionMap = PLAYER_NAME;
if (GameManager.Inst.ShipPlayer != null)
{
GameManager.Inst.ShipPlayer.GetComponent<PlayerInput>().enabled = false;
}
playerInput.enabled = true;
var inIslandPlayer = islandPlayer.GetComponent<InIslandPlayer>();
if (inIslandPlayer == null)
{
inIslandPlayer = islandPlayer.AddComponent<InIslandPlayer>();
}
inIslandPlayer.UseAgentMovement();
InIslandCamera.Inst.SetTarget(islandPlayer.transform);
GameManager.Inst.SetCurrentInIslandPlayer(inIslandPlayer);
}
[DisableIf("@crewmatePrefabIndex >= GameManager.Inst.CrewmatePrefabList.Count || crewmatePrefabIndex < 0")]
[Button("Crewmate 추가")]
public void AddCrewmate()
{
if (!GameManager.Inst.CurrentInIslandPlayer.GameObject) return;
if (crewmatePrefabIndex >= GameManager.Inst.CrewmatePrefabList.Count || crewmatePrefabIndex < 0)
{
print("존재하지 않는 인덱스입니다.");
return;
}
for (var i = 0; i < 50; i++)
{
var randomDirection = new Vector3(Random.Range(-1f, 1f), 0, Random.Range(-1f, 1f)).normalized;
var spawnPos = GameManager.Inst.CurrentInIslandPlayer.Transform.position + (randomDirection * instantiationDistance);
Array.Clear(colliders, 0, MAX_COLLIDER);
var size = Physics.OverlapSphereNonAlloc(spawnPos, checkRadius, colliders, checkLayer);
if (size != 0) continue;
var crewmate = Instantiate(GameManager.Inst.CrewmatePrefabList[crewmatePrefabIndex], spawnPos,
GameManager.Inst.CrewmatePrefabList[crewmatePrefabIndex].transform.rotation, spawnLocation);
crewmate.CrewmatePrefabIndex = crewmatePrefabIndex;
crewmate.gameObject.SetActive(true);
GameManager.Inst.CurrentCrewmateList.Add(crewmate);
return;
}
print("소환할 수 있는 자리가 없습니다.");
}
public void SetCrewmatePrefabIndex(int value) => crewmatePrefabIndex = value;
}
}