using System; using System.Collections; using System.Collections.Generic; using NBF; using Unity.VisualScripting; using UnityEngine; public class FishFeedingZone : MonoBehaviour { [Serializable] public class FishPopulation { public FishSpecies FishSpecies; public int AmountPopulationZone = 1; public Vector2 weightRange; } public bool fishTakeTesting; public int Inedex; public int InedexOfGroup; public float rangeZone = 5f; public FishPopulation[] fishPopulation; public List fishesOnZone; public FFishSystem fFishSystem; public Vector3 selfV3; private void Start() { fFishSystem = FindObjectOfType(); fishesOnZone = new List(); } private void Update() { if (!fFishSystem.isNewSpawnerSystem) { checkAndUpdateFishPopulation(); } } public IEnumerator GenerateOneFish(Vector3 startPos, FWaterDisplacement hookObject) { yield return null; if (fishPopulation.Length != 0) { int num = UnityEngine.Random.Range(0, fishPopulation.Length); float num2 = RandWeight(new Vector2(fishPopulation[num].weightRange.x, fishPopulation[num].weightRange.y)); try { var path = GameFish.Get(t => t.speciesName == fishPopulation[num].FishSpecies).GetFishModel(num2); FFish component = Instantiate(path, SceneSettings.Instance.transform).GetComponent(); if (component == null) { int i = 0; } component.fFishSystem = fFishSystem; component.fishWeight = num2; component.fishSpecies = fishPopulation[num].FishSpecies; component.transform.localScale = GameFish.Get(t => t.speciesName == fishPopulation[num].FishSpecies) .GetFishScale(num2); component.transform.position = startPos; component.currentFeedingZone = this; fishesOnZone.Add(component); component.EnableFish(); fFishSystem.inwaterFishObjectsSpawner.Add(component); if ((bool)hookObject) { hookObject.fishListCreated.Add(component); } } catch (Exception e) { Debug.LogError(e); } } } public IEnumerator GenerateFishPopulationOnStart() { yield return null; for (int i = 0; i < fishPopulation.Length; i++) { for (int j = 0; j < fishPopulation[i].AmountPopulationZone; j++) { Vector3 position = transform.position + UnityEngine.Random.insideUnitSphere * rangeZone; position.y = transform.position.y - 0.2f; float num = RandWeight(new Vector2(fishPopulation[i].weightRange.x, fishPopulation[i].weightRange.y)); FFish component = Instantiate( GameFish.Get(t => t.speciesName == fishPopulation[i].FishSpecies).GetFishModel(num), SceneSettings.Instance.transform).GetComponent(); component.fFishSystem = fFishSystem; component.fishWeight = num; component.fishSpecies = fishPopulation[i].FishSpecies; component.transform.localScale = GameFish.Get(t => t.speciesName == fishPopulation[i].FishSpecies) .GetFishScale(num); component.transform.position = position; component.currentFeedingZone = this; fishesOnZone.Add(component); yield return null; } } } private void checkAndUpdateFishPopulation() { for (int i = 0; i < fishesOnZone.Count; i++) { if (fishesOnZone[i] == null) { int num = UnityEngine.Random.Range(0, fishPopulation.Length - 1); if (fishPopulation[num].AmountPopulationZone > fishesOnZone.Count) { break; } Vector3 position = transform.position + UnityEngine.Random.insideUnitSphere * 1f; position.y = transform.position.y - 0.2f; float num2 = RandWeight(new Vector2(fishPopulation[num].weightRange.x, fishPopulation[num].weightRange.y)); FFish component = Instantiate( GameFish.Get(t => t.speciesName == fishPopulation[num].FishSpecies).GetFishModel(num2), SceneSettings.Instance.transform).GetComponent(); component.fFishSystem = fFishSystem; component.fishWeight = num2; component.fishSpecies = fishPopulation[num].FishSpecies; component.transform.localScale = GameFish.Get(t => t.speciesName == fishPopulation[num].FishSpecies) .GetFishScale(num2); component.transform.position = position; component.currentFeedingZone = this; fishesOnZone[i] = component; Debug.Log("Replace fish " + component.name); } } } private float RandWeight(Vector2 range) { float result = range.x; for (int i = 0; (float)i < 10f; i++) { result = UnityEngine.Random.Range(range.x, range.y); } return result; } private void OnDrawGizmosSelected() { Gizmos.DrawWireSphere(transform.position, rangeZone); } }