CS2335
Master_v2
Master_v2
  • Introduction
  • Introduction
    • Introduction
      • Design
      • Game Design
    • Unity - Download
    • Visual Studio - IDE
    • Hero's Journey
  • Unity Basics
    • Unity Editor Windows
    • MonoBehavior - Base-Class
    • Unity Engine - Event Functions
  • Getting Started
    • UI-Elements
    • Animator Controller
      • Animation Steps
    • PlayerController Flow Chart
    • PlayerController Code
      • PlayerController - V1 - S20
      • PlayerController V2 S20
      • PlayerController V3 S20
  • Project 1 - Simple Game
    • Overview
    • Project 1 - Get Started
      • UML Class Diagram
    • Player GameObject
      • PlayerController.cs V2
      • PlayerController.cs V3
    • Create 2D Sprite Prefab: Rock
    • Sorting Layers
  • Project1 Code
    • PickUp PreFabs
    • Player GameObject
    • PlayerController - jump
    • GameData Version1
    • PlayerStats Version1
    • MiniGameManager
      • Logic Diagram
    • Simple Spawner
    • Utility Class
  • Project1 Enhancements
    • PickUp - SelfDestruct
    • Spawn from List of Prefabs
  • Project 2 - StateManager
    • Project 2 - Learning Objectives
    • Project 2 - Starter Assets
    • Project 2
      • State Machine Framework
        • Singleton Pattern
      • StateManager - Singleton Design Pattern
      • IStateBase, BeginState
      • Project 2 -Steps: Create new Scene and State
      • Project 2 - List of Steps
        • Project 2 - Starter Code
  • Project 2 -Dialog
    • Hide_Show_Panel Script
    • Configure TitlePanel, DecisionPanel
    • Simple Dialog Prefab
    • Conversation Scriptable Objects
    • DialogManager_ConvList
    • Image Transitions for Buttons
  • UI Components
    • Finding Game Objects
    • Game Objects: UI vs. 2D Sprite
    • UI Elements
      • Canvas: Screen-Space Render-Mode
      • UI-Buttons To Change Scene
      • Text Input
  • Project2 Resources
    • Visual Novel in Unity-Links
    • Scriptable Object Factory
      • ScriptableObjects
    • Dialog Prefab Packages
  • Project 3 - Overview
    • Branching Story Structures
    • Dictionary Data-Structure
      • Unity PlayerPrefs Dictionary
    • Dictionary: User-Choice Data
      • User-Choices - Example
        • Dictionary Value to Disable Options
    • Simplified Mini-Game
      • PlayerController_v2 Mods
        • PlayerController_v2_final
      • MiniGameManager_v2
  • Proj3: Inventory System
    • Inventory-System
      • Install and Configure
      • Diagrams, Resources
        • Item, Gem, Potion Classes
        • Inventory Class
      • InventoryDisplay, Slot UI
        • InventoryDisplay Class
        • Slot Class
        • Hazard Class
        • Layout Groups
      • Customization Steps
        • Configure Animation
        • AddItem Button
        • Concrete Class: Food
        • MiniGame Mods
          • PlayerController Mods
      • Code: InventorySystem
        • GameData, PickUp Mods
      • Resources: Data Structures
  • Proj3: Custom UnityEvents
    • Event Publishing Patterns
    • Custom Event Messaging
  • Proj3: Mini-Game
    • MiniGame-Overview-Proj3
    • LevelManager
      • LevelManager Logic Diagram
      • LevelManager FSM
      • LoadLevel, StartLevel Logic
      • Code Framework
    • Timer
  • Project 3 - Code Mods
    • Project 3 - Steps
    • Project 3 - Code
      • Code: Final Versions
        • PlayerController Mods
          • PlayerController_v2 Mods
        • GameData - Final
        • LevelManager
        • PlayerStats - Final
        • PickUp, Hazard, ScorePickUp
        • Spawner - Final
        • CameraFollow
        • ScreenFader
        • MiniGameState
        • Example: EndState
      • MiniGameWin Logic
  • Optional, Supplemental Content
    • Optional Content
      • Adding Audio
      • Screen Fading and Reloading
      • ScriptableObjects
      • Disable Debug Logging
      • Events and Actions
      • Saving Data - Serialization
      • Parallax Scrolling
      • Change Sprites
  • C# Language
    • C# Language
      • Variables
      • Enum
      • Encapsulation
        • C# Properties
        • Access Modifiers
      • Inheritance
      • Polymorphism
      • Interface
      • Switch-Case
      • List< T >
      • Queue< T >
      • Dictionary
      • Foreach
      • Static
      • Ternary Operator: ?
      • this
      • Delegates
    • Diagrams
      • State Machine Framework
      • UML Class Diagrams
      • Level Manager Logic Diagram
      • Flow-Chart: NumberGame
      • FSM: NumberGame
    • Glossary
    • References and Resources
    • Random Thoughts
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  1. Project 3 - Code Mods
  2. Project 3 - Code
  3. Code: Final Versions

Spawner - Final

Update Spawner Code 4/18/2020

This code includes updated code to: StopAllSpawning( ) This method is executed within LevelManager, it destroys objects with Component of type: PickUp, ScorePickUp, Hazard, change to fix in your code so it is consistent. It also stops any remaining SpawnPrefab methods waiting to be invoked. You may want to delete the MiniGameManager.cs script, otherwise fix any errors caused there.

Verify if this script needs to be added to the Spawner GameObject

using UnityEngine;

public class Spawner : MonoBehaviour {

    [Header("Set in Inspector")]
    public GameObject goodPrefab, badPrefab;

    public int pauseTime = 2; //wait 2 seconds before spawning, //adjust as needed for your game
    public int numToSpawn = 10;//adjust as needed for your game
    public float chanceToSpawnBad = .10f;//adjust as needed for your game
    public float xRange = 8.0f;//adjust as needed for your game
    public float yRangeTop = -2.0f; //adjust as needed for your game
    public float yRangeBottom = -3.5f;//adjust as needed for your game
    public bool activeSpawning = false;


    // Use this for initialization
    void Start() {
        //activeSpawning = true; ///remove later when we start spawning from another class
        //StartSpawning(); //remove later
    }

    public void StartSpawning()   //will be called from another class
    {
        for (int i = 0; i < numToSpawn; i++)
        {
            Invoke("SpawnPrefab", pauseTime * i * 2);
        }
    }

    /// <summary>
    /// Spawns one prefab:  good or bad with some probability of bad
    /// </summary>
    public void SpawnPrefab()
    {
        if (activeSpawning)
        {
            Vector3 position = transform.localPosition;
            position.x = Random.Range(-xRange, xRange);
            position.y = Random.Range(yRangeBottom, yRangeTop);
            float rand = Random.value; //returns value between 0.0 - 1.0 (property)
            GameObject prefab;
            if (rand < chanceToSpawnBad)
            {
                prefab = Instantiate(badPrefab, position, transform.rotation);    //instantiate bad
            }
            else  //instantiate good
            {
                prefab = Instantiate(goodPrefab, position, transform.rotation);
            }
            prefab.transform.SetParent(this.transform); //set Spawner as parent of prefabs in Hierarchy 
           // Debug.Log("Spawned 1");
        }
    } //end SpawnPrefab

    public void StopAllSpawning()
    {
        CancelInvoke("SpawnPrefab");
        activeSpawning = false;
        DestroySpawnedObjects();
    }
    
    void DestroySpawnedObjects()
    {
        PickUp[] items = FindObjectsOfType<PickUp>();
        foreach (PickUp item in items    )
        {
            Destroy(item.gameObject);
        }
        
        //if using scoreItems
        ScorePickUp[] scoreItems = FindObjectsOfType<ScorePickUp>();
        foreach (ScorePickUp scoreItem in scoreItems)
        {
            Destroy(scoreItem.gameObject);
        }

        Hazard[] hazards = FindObjectsOfType<Hazard>();
        foreach (Hazard hazard in hazards)
        {
            Destroy(hazard.gameObject);
        }
    } //end DestroySpawnedObjects
    
    ////used in Project 1: miniGameManager
    public void DestroyAllPickups()
    {
        PickUp[] items = FindObjectsOfType<PickUp>();
        foreach( PickUp item in items       )
        {
            Destroy(item.gameObject);
        }
    }
    
} //end of class

PreviousPickUp, Hazard, ScorePickUpNextCameraFollow

Last updated 5 years ago

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