95 lines
2.4 KiB
C#
95 lines
2.4 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Gaia
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{
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[Serializable]
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public class ResourceProtoGameObject
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{
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[Tooltip("Resource name.")]
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public string m_name;
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[Tooltip("The game objects that will be instantiated when this is spawned.")]
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public ResourceProtoGameObjectInstance[] m_instances = new ResourceProtoGameObjectInstance[0];
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[Tooltip("DNA - Used by the spawner to control how and where the game objects will be spawned.")]
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public ResourceProtoDNA m_dna = new ResourceProtoDNA();
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[Tooltip("SPAWN CRITERIA - Spawn criteria are run against the terrain to assess its fitness in a range of 0..1 for use by this resource. If you add multiple criteria then the fittest one will be selected.")]
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public SpawnCritera[] m_spawnCriteria = new SpawnCritera[0];
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[Tooltip("SPAWN EXTENSIONS - Spawn extensions allow fitness, spawning and post spawning extensions to be made to the spawning system.")]
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public SpawnRuleExtension[] m_spawnExtensions = new SpawnRuleExtension[0];
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[Tooltip("Set this to true if you want this included in tree based spawner creation.")]
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public bool m_canSpawnAsTree;
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public void Initialise(Spawner spawner)
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{
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SpawnCritera[] spawnCriteria = m_spawnCriteria;
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for (int i = 0; i < spawnCriteria.Length; i++)
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{
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spawnCriteria[i].Initialise(spawner);
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}
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}
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public bool HasActiveCriteria()
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{
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for (int i = 0; i < m_spawnCriteria.Length; i++)
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{
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if (m_spawnCriteria[i].m_isActive)
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{
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return true;
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}
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}
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return false;
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}
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public bool SetAssetAssociations()
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{
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return false;
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}
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public bool AssociateAssets()
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{
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return false;
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}
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public bool ChecksTextures()
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{
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for (int i = 0; i < m_spawnCriteria.Length; i++)
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{
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if (m_spawnCriteria[i].m_isActive && m_spawnCriteria[i].m_checkTexture)
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{
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return true;
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}
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}
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return false;
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}
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public bool ChecksProximity()
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{
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for (int i = 0; i < m_spawnCriteria.Length; i++)
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{
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if (m_spawnCriteria[i].m_isActive && m_spawnCriteria[i].m_checkProximity)
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{
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return true;
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}
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}
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return false;
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}
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public void AddTags(ref List<string> tagList)
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{
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for (int i = 0; i < m_spawnCriteria.Length; i++)
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{
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if (m_spawnCriteria[i].m_isActive && m_spawnCriteria[i].m_checkProximity && !tagList.Contains(m_spawnCriteria[i].m_proximityTag))
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{
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tagList.Add(m_spawnCriteria[i].m_proximityTag);
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}
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}
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}
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}
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}
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