minihra_dira
spawnuje itemy a uprostred je dira. cilem je nahazet x veci do diry. desing a smysl motivu je na vas
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113
Assets/Scripts/hod_veci_do_diry/ObjectSpawner.cs
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113
Assets/Scripts/hod_veci_do_diry/ObjectSpawner.cs
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using UnityEngine;
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using System.Collections.Generic;
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public class ObjectSpawner : MonoBehaviour
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{
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public static ObjectSpawner Instance;
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[Header("Prefaby")]
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public GameObject[] objectPrefabs;
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public GameObject holePrefab;
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[Header("Počty")]
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[Tooltip("Kolik předmětů spawnovat")]
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public int objectCount = 3;
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[Tooltip("Kolik děr spawnovat")]
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public int holeCount = 1;
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[Header("Pohyb děr")]
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public bool holesMove = false;
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public float holeMoveSpeed = 2f;
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[Header("Spawn hranice (odpovídají kameře)")]
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public float minX = -3.5f;
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public float maxX = 3.5f;
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public float minY = -5f;
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public float maxY = 4f;
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[Header("Rodiče pro přehlednost (volitelné)")]
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public Transform objectParent;
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public Transform holeParent;
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private List<GameObject> spawnedObjects = new List<GameObject>();
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private List<GameObject> spawnedHoles = new List<GameObject>();
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void Awake()
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{
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if (Instance == null) Instance = this;
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else Destroy(gameObject);
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}
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void Start()
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{
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Spawn();
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}
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public void Spawn()
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{
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Clear();
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// LevelManager na aktuální počet
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if (LevelManager.Instance != null)
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{
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LevelManager.Instance.itemsToScore = objectCount;
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LevelManager.Instance.ResetCounter();
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}
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SpawnHoles();
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SpawnObjects();
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}
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void SpawnHoles()
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{
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for (int i = 0; i < holeCount; i++)
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{
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Vector2 pos = RandomPos(1f);
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GameObject hole = Instantiate(holePrefab, pos, Quaternion.identity, holeParent);
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Hole h = hole.GetComponent<Hole>();
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if (h != null && holesMove)
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{
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h.hasMovement = true;
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h.moveSpeed = holeMoveSpeed;
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h.moveRange = new Vector2(Random.Range(0.8f, 1.8f), 0f);
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}
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spawnedHoles.Add(hole);
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}
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}
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void SpawnObjects()
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{
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for (int i = 0; i < objectCount; i++)
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{
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GameObject prefab = objectPrefabs[Random.Range(0, objectPrefabs.Length)];
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Vector2 pos = RandomPos(0.5f);
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GameObject obj = Instantiate(prefab, pos, Quaternion.identity, objectParent);
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// Náhodná barva
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SpriteRenderer sr = obj.GetComponent<SpriteRenderer>();
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if (sr != null)
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sr.color = Random.ColorHSV(0f, 1f, 0.7f, 1f, 0.9f, 1f);
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spawnedObjects.Add(obj);
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}
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}
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public void Clear()
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{
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foreach (var o in spawnedObjects) if (o != null) Destroy(o);
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foreach (var h in spawnedHoles) if (h != null) Destroy(h);
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spawnedObjects.Clear();
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spawnedHoles.Clear();
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}
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Vector2 RandomPos(float margin) =>
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new Vector2(
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Random.Range(minX + margin, maxX - margin),
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Random.Range(minY + margin, maxY - margin)
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);
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}
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