Multiple needs handling and zombie shit
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@ -123,6 +123,8 @@ public class Developer : MonoBehaviour
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[SerializeField, ShowOnly]
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private float _talkTimer;
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private List<GameObject> _needList = new List<GameObject>();
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void Start()
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{
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_developerNeeds = gameObject.GetComponent<DeveloperNeeds>();
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@ -179,6 +181,8 @@ public class Developer : MonoBehaviour
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if (_caffeineNeed != null && _caffeineLevel > GameManager.Instance.NeedNotificationThreshold)
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{
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UpdateNeedPositions(_caffeineNeed);
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_needList.Remove(_caffeineNeed);
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NeedFullfilled(_caffeineNeed);
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_caffeineNeed = null;
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}
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@ -209,6 +213,8 @@ public class Developer : MonoBehaviour
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if (_hungerNeed != null && _hungerLevel > GameManager.Instance.NeedNotificationThreshold)
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{
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UpdateNeedPositions(_hungerNeed);
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_needList.Remove(_hungerNeed);
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NeedFullfilled(_hungerNeed);
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_hungerNeed = null;
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}
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@ -239,6 +245,8 @@ public class Developer : MonoBehaviour
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if (_toiletNeed != null && _urgeToUrinateLevel > GameManager.Instance.NeedNotificationThreshold)
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{
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UpdateNeedPositions(_toiletNeed);
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_needList.Remove(_toiletNeed);
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NeedFullfilled(_toiletNeed);
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_toiletNeed = null;
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}
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@ -271,20 +279,23 @@ public class Developer : MonoBehaviour
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if (Random.Range(0.0f, 1.0f) > 0.5f)
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{
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_caffeineNeed = _developerNeeds.SpawnMateNeed();
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_caffeineNeed = _developerNeeds.SpawnMateNeed(_needList.Count);
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_wantedDrink = WantedConsumable.Mate;
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_needList.Add(_caffeineNeed);
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}
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else
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{
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_caffeineNeed = _developerNeeds.SpawnCoffeeNeed();
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_caffeineNeed = _developerNeeds.SpawnCoffeeNeed(_needList.Count);
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_wantedDrink = WantedConsumable.Coffee;
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_needList.Add(_caffeineNeed);
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}
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}
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if (_hungerLevel < GameManager.Instance.NeedNotificationThreshold && _hungerNeed == null)
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{
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_hungerNeed = _developerNeeds.SpawnHungerNeed();
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_hungerNeed = _developerNeeds.SpawnHungerNeed(_needList.Count);
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_wantedFood = WantedConsumable.Pizza;
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_needList.Add(_hungerNeed);
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}
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if (_urgeToUrinateLevel < GameManager.Instance.NeedNotificationThreshold && _toiletNeed == null)
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@ -293,7 +304,8 @@ public class Developer : MonoBehaviour
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Debug.Log("Ich muss aufs Klo!");
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_toiletNeed = _developerNeeds.SpawnToiletNeed();
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_toiletNeed = _developerNeeds.SpawnToiletNeed(_needList.Count);
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_needList.Add(_toiletNeed);
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}
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if (_hungerLevel <= 0.0)
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@ -302,6 +314,23 @@ public class Developer : MonoBehaviour
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}
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}
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private void UpdateNeedPositions(GameObject reference)
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{
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int referenceIndex = _needList.IndexOf(reference);
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if (referenceIndex == -1)
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{
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Debug.LogError("Reference GameObject not in List.");
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return;
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}
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for (int i = referenceIndex + 1; i < _needList.Count; i++)
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{
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GameObject currentItem = _needList[i];
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currentItem.GetComponent<SpinningSpinner>().originalY -= 0.5f;
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}
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}
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private void NeedFullfilled(GameObject needObject)
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{
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Instantiate(GameManager.Instance.NeedFullfilledParticleEffect, needObject.transform.position, needObject.transform.rotation);
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@ -24,14 +24,14 @@ public class DeveloperNeeds : MonoBehaviour
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// TODO: Enums statt strings verwenden
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// TODO: Multiple Needs möglich übereinander anzeigen?
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public GameObject SpawnCoffeeNeed() => spawnNeed("coffee");
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public GameObject SpawnMateNeed() => spawnNeed("mate");
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public GameObject SpawnToiletNeed() => spawnNeed("toilet");
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public GameObject SpawnHungerNeed() => spawnNeed("hunger");
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public GameObject SpawnMoneyNeed() => spawnNeed("money");
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public GameObject spawnNeed(string needName)
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public GameObject SpawnCoffeeNeed(int numNeeds) => spawnNeed("coffee", numNeeds);
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public GameObject SpawnMateNeed(int numNeeds) => spawnNeed("mate", numNeeds);
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public GameObject SpawnToiletNeed(int numNeeds) => spawnNeed("toilet", numNeeds);
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public GameObject SpawnHungerNeed(int numNeeds) => spawnNeed("hunger", numNeeds);
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public GameObject SpawnMoneyNeed(int numNeeds) => spawnNeed("money", numNeeds);
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public GameObject spawnNeed(string needName, float numNeeds)
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{
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GameObject spawnedNeed = null;
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@ -40,20 +40,20 @@ public class DeveloperNeeds : MonoBehaviour
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switch (needName)
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{
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case "coffee":
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spawnedNeed = Instantiate(Needs[0], new Vector3(0.0f, 2f, 0.0f), Needs[0].transform.rotation);
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context = "The NPC wants coffee";
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spawnedNeed = Instantiate(Needs[0], new Vector3(0.0f, 2f + (numNeeds * 0.5f), 0.0f), Needs[0].transform.rotation);
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context = "The Developer wants coffee";
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break;
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case "mate":
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spawnedNeed = Instantiate(Needs[1], new Vector3(0.0f, 2f, 0.0f), Needs[0].transform.rotation);
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context = "The NPC wants a Blub Mate (Yes, its a drink called Blub Mate)";
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spawnedNeed = Instantiate(Needs[1], new Vector3(0.0f, 2f + (numNeeds * 0.5f), 0.0f), Needs[0].transform.rotation);
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context = "The Developer wants a Blub Mate (Yes, its a drink called Blub Mate)";
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break;
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case "toilet":
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spawnedNeed = Instantiate(Needs[2], new Vector3(0.0f, 2f, 0.0f), Needs[0].transform.rotation);
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context = "The NPC wants to go to the toilet, toilet is clogged and dirty";
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spawnedNeed = Instantiate(Needs[2], new Vector3(0.0f, 2f + (numNeeds * 0.5f), 0.0f), Needs[0].transform.rotation);
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context = "The Developer wants to go to the toilet, toilet is clogged and dirty";
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break;
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case "money":
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spawnedNeed = Instantiate(Needs[3], new Vector3(0.0f, 2f, 0.0f), Needs[0].transform.rotation);
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context = "The NPC wants a raise, The NPC needs more money";
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case "hunger":
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spawnedNeed = Instantiate(Needs[3], new Vector3(0.0f, 2f + (numNeeds * 0.5f), 0.0f), Needs[0].transform.rotation);
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context = "The Developer wants a pizza";
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break;
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default:
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Debug.LogError($"Unbekannter need \"{needName}\"");
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@ -126,7 +126,7 @@ public class NPC_Behavior : MonoBehaviour
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need = needName;
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}
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_currentNeed = _developerNeeds.spawnNeed(need);
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_currentNeed = _developerNeeds.spawnNeed(need, 0);
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HasNeed = true;
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_lastTenNeeds.Add(need);
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if (_lastTenNeeds.Count > 10)
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@ -8,7 +8,7 @@ public class SpinningSpinner : MonoBehaviour
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public float hoverSpeed = 1.5f;
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public float hoverHeight = 0.1f;
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private float originalY;
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public float originalY;
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void Start()
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18
3d Prototyp/Assets/Scripts/Zombie.cs
Normal file
18
3d Prototyp/Assets/Scripts/Zombie.cs
Normal file
@ -0,0 +1,18 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Zombie : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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11
3d Prototyp/Assets/Scripts/Zombie.cs.meta
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11
3d Prototyp/Assets/Scripts/Zombie.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: a455fc831fa3efb449326d693b740682
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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32
3d Prototyp/Assets/Scripts/ZombieSpawner.cs
Normal file
32
3d Prototyp/Assets/Scripts/ZombieSpawner.cs
Normal file
@ -0,0 +1,32 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Utility;
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public class ZombieSpawner : MonoBehaviour
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{
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[SerializeField]
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GameObject ZombiePrefab;
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[SerializeField]
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private float _spawnRate = 1.0f;
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[SerializeField, ShowOnly]
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private float _spawnTimer;
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// Start wird aufgerufen, bevor das erste Frame gezeichnet wird
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void Start()
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{
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_spawnTimer = 60 / _spawnRate;
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}
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// Update wird einmal pro Frame aufgerufen
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void Update()
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{
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_spawnTimer -= Time.deltaTime;
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if (_spawnTimer <= 0)
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{
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Instantiate(ZombiePrefab, transform.position, Quaternion.identity);
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_spawnTimer = 60 / _spawnRate;
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}
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}
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}
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11
3d Prototyp/Assets/Scripts/ZombieSpawner.cs.meta
Normal file
11
3d Prototyp/Assets/Scripts/ZombieSpawner.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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