jump-out-of-the-world/Assets/Scripts/HealthPotionGenerator.cs

81 lines
2.7 KiB
C#

/*
zlib License
Ìø³öÒ»·½ÌìµØ (C) 2022 Lucas
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1.The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HealthPotionGenerator : MonoBehaviour
{
private float rightBound;
public float generationProbability;
public float initialDistance;
public float potionXSpeed;
public float potionYOffset;
public GameObject healthPotionPrefab;
private GameObject healthPotion;
Coroutine generatePotionCoroutine;
public float spawnTimeInterval;
// Start is called before the first frame update
void Start()
{
healthPotion = Instantiate(healthPotionPrefab);
healthPotion.SetActive(false);
rightBound = Camera.main.ViewportToWorldPoint(new Vector2(1, 1)).x;
}
public void NotifyGenerate(GameObject player)
{
HealthController healthController = player.GetComponent<HealthController>();
if (healthController.NeedPotion)
{
if (generatePotionCoroutine == null)
generatePotionCoroutine = StartCoroutine(ConstantGenerate());
}
}
public void DisNotifyGenerate()
{
if (generatePotionCoroutine != null)
{
StopCoroutine(generatePotionCoroutine);
generatePotionCoroutine = null;
}
healthPotion.SetActive(false);
}
IEnumerator ConstantGenerate()
{
while (true)
{
bool needGenerate = Random.value < generationProbability;
if (needGenerate && !healthPotion.activeSelf)
{
healthPotion.transform.position = new Vector3(rightBound + initialDistance,
potionYOffset);
healthPotion.SetActive(true);
healthPotion.GetComponent<Rigidbody2D>().velocity = new Vector2(potionXSpeed, 0);
}
yield return new WaitForSeconds(spawnTimeInterval);
}
}
}