Files
2026-03-04 10:03:45 +08:00

165 lines
4.6 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Lean.Pool;
using UFS2.ScriptableObjects;
using UnityEngine;
public class FishFeedingZone : MonoBehaviour
{
[Serializable]
public class FishPopulation
{
public GameManager.FishSpecies FishSpecies;
public int AmountPopulationZone = 1;
public Vector2 weightRange;
}
[Serializable]
public class FishEntityPopulation
{
public FishData FishData;
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<FishEntityPopulation> FishEntitesPopulation;
public List<FFish> fisheshInFeedingZone;
public FFishSystem fFishSystem;
private void ImportFishEntityPopulation()
{
FishEntitesPopulation = new List<FishEntityPopulation>();
FishPopulation[] array = this.fishPopulation;
foreach (FishPopulation fishPopulation in array)
{
FishEntityPopulation item = new FishEntityPopulation
{
AmountPopulationZone = fishPopulation.AmountPopulationZone,
WeightRange = fishPopulation.weightRange
};
FishEntitesPopulation.Add(item);
}
}
private FFish CreateFish(int id, float weight)
{
return LeanPool.Spawn(GameManager.Instance.gameFish[(int)fishPopulation[id].FishSpecies].GetFishModel(weight), FScriptsHandler.Instance.transform).GetComponent<FFish>();
}
private void Start()
{
fFishSystem = Singleton<FFishSystem>.Instance;
fisheshInFeedingZone = new List<FFish>();
}
private void Update()
{
}
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));
FFish fFish = CreateFish(num, num2);
fFish.fFishSystem = fFishSystem;
fFish.fishWeight = num2;
fFish.fishSpecies = fishPopulation[num].FishSpecies;
fFish.transform.localScale = GameManager.Instance.gameFish[(int)fishPopulation[num].FishSpecies].GetFishScale(num2);
fFish.transform.position = startPos;
fFish.currentFeedingZone = this;
fisheshInFeedingZone.Add(fFish);
fFish.EnableFish();
fFishSystem.inwaterFishObjectsSpawner.Add(fFish);
if ((bool)hookObject)
{
hookObject.fishListCreated.Add(fFish);
}
}
}
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 = base.transform.position + UnityEngine.Random.insideUnitSphere * rangeZone;
position.y = base.transform.position.y - 0.2f;
float num = RandWeight(new Vector2(fishPopulation[i].weightRange.x, fishPopulation[i].weightRange.y));
FFish fFish = CreateFish(i, num);
fFish.fFishSystem = fFishSystem;
fFish.fishWeight = num;
fFish.fishSpecies = fishPopulation[i].FishSpecies;
fFish.transform.localScale = GameManager.Instance.gameFish[(int)fishPopulation[i].FishSpecies].GetFishScale(num);
fFish.transform.position = position;
fFish.currentFeedingZone = this;
fisheshInFeedingZone.Add(fFish);
yield return null;
}
}
}
private void checkAndUpdateFishPopulation()
{
for (int i = 0; i < fisheshInFeedingZone.Count; i++)
{
if (fisheshInFeedingZone[i] == null)
{
int num = UnityEngine.Random.Range(0, fishPopulation.Length - 1);
if (fishPopulation[num].AmountPopulationZone > fisheshInFeedingZone.Count)
{
break;
}
Vector3 position = base.transform.position + UnityEngine.Random.insideUnitSphere * 1f;
position.y = base.transform.position.y - 0.2f;
float num2 = RandWeight(new Vector2(fishPopulation[num].weightRange.x, fishPopulation[num].weightRange.y));
FFish fFish = CreateFish(num, num2);
fFish.fFishSystem = fFishSystem;
fFish.fishWeight = num2;
fFish.fishSpecies = fishPopulation[num].FishSpecies;
fFish.transform.localScale = GameManager.Instance.gameFish[(int)fishPopulation[num].FishSpecies].GetFishScale(num2);
fFish.transform.position = position;
fFish.currentFeedingZone = this;
fisheshInFeedingZone[i] = fFish;
Debug.Log("Replace fish " + fFish.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(base.transform.position, rangeZone);
}
}