using System.Collections.Generic; using UnityEngine; public class TrophyFishSpawner : MonoBehaviour { public List spawnPoints = new List(); public List fishPrefabs = new List(); public bool isSaltwater; private void Awake() { for (int i = 0; i < spawnPoints.Count; i++) { spawnPoints[i].GetComponent().enabled = false; } if (!GlobalSettings.Instance.saveManager.isProfileLoaded) { for (int j = 0; j < fishPrefabs.Count; j++) { SpawnFish(fishPrefabs[j]); } } else { for (int k = 0; k < GlobalSettings.Instance.fishManager.fishDefinitions.Count; k++) { SpawnFish(GlobalSettings.Instance.fishManager.fishDefinitions[k].fishPrefab); } } } public void SpawnFish(Fish fishPrefab) { FishManager.FishDefinition fishDefinition = null; if (GlobalSettings.Instance.saveManager.isProfileLoaded) { fishDefinition = GlobalSettings.Instance.fishManager.GetFishDefinition(fishPrefab.species); if (fishDefinition == null || fishDefinition.caughtCount == 0 || !fishDefinition.isAvailable || isSaltwater != fishDefinition.fishPrefab.isSaltwater) { return; } } Fish fish = null; fish = Object.Instantiate(fishPrefab); fish.transform.parent = spawnPoints[Random.Range(0, spawnPoints.Count)]; fish.transform.localPosition = Vector3.zero; fish.InitializeTrophyRoom(fishDefinition); } }