CarSituationSpawner.cs 3.5 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. namespace TrafficSimulation{
  5. public class CarSituationSpawner : MonoBehaviour
  6. {
  7. public float spawnRate = 5.0f;
  8. public GameObject[] spawns;
  9. public PresetTrigger[] despawns;
  10. public CarPool carPool;
  11. private List<IEnumerator> coroutines = new List<IEnumerator>();
  12. private bool isActive;
  13. private List<GameObject> cars = new List<GameObject>();
  14. // Use this for initialization
  15. void Start()
  16. {
  17. this.isActive = false;
  18. }
  19. // Update is called once per frame
  20. void Update()
  21. {
  22. if(this.isActive){
  23. CheckDespawns();
  24. }
  25. }
  26. void OnDestroy() {
  27. StopSpawning();
  28. }
  29. /// <summary>
  30. /// Use this method to active the spawner
  31. /// </summary>
  32. public void StartSpawner(){
  33. this.isActive = true;
  34. StartSpawns();
  35. }
  36. /// <summary>
  37. /// Use this method to deactive the spawner
  38. /// </summary>
  39. public void StopSpawner(){
  40. this.isActive = false;
  41. StopSpawning();
  42. DespawnAllCars();
  43. }
  44. /// <summary>
  45. /// Check every set despawn area if cars have to be despawned
  46. /// </summary>
  47. private void CheckDespawns(){
  48. foreach(PresetTrigger despawn in despawns){
  49. if(despawn.checkLastTrigger()){
  50. DespawnCar(despawn.getLastCollider());
  51. }
  52. }
  53. }
  54. /// <summary>
  55. /// Start a coroutine to spawn cars at every given spawn point
  56. /// </summary>
  57. private void StartSpawns(){
  58. foreach(GameObject spawn in spawns){
  59. SpawnWatcher spWatch = spawn.GetComponent<SpawnWatcher>();
  60. IEnumerator coroutine = AutoSpawning(spawn.transform,spWatch);
  61. this.coroutines.Add(coroutine);
  62. StartCoroutine(coroutine);
  63. }
  64. }
  65. /// <summary>
  66. /// Despawn all cars used from this spawner since it was active
  67. /// </summary>
  68. private void DespawnAllCars(){
  69. this.cars.ForEach(car => DespawnCar(car));
  70. }
  71. /// <summary>
  72. /// Stop all coroutines
  73. /// </summary>
  74. private void StopSpawning(){
  75. foreach(IEnumerator coroutine in this.coroutines){
  76. StopCoroutine(coroutine);
  77. }
  78. }
  79. /// <summary>
  80. /// Spawn a car on the given transform
  81. /// </summary>
  82. /// <param name="carSpawn">Transform</param>
  83. void SpawnCar(Transform carSpawn){
  84. this.cars.Add(this.carPool.SpawnCar(carSpawn));
  85. }
  86. /// <summary>
  87. /// Despawn the given car
  88. /// </summary>
  89. /// <param name="car">GameObject</param>
  90. void DespawnCar(GameObject car){
  91. this.carPool.DespawnCar(car);
  92. }
  93. /// <summary>
  94. /// IEnumerator for the coroutine which spawns a car at the given position in the set spawnRate
  95. /// </summary>
  96. /// <param name="position">Transform</param>
  97. /// <returns></returns>
  98. public IEnumerator AutoSpawning(Transform position,SpawnWatcher spWatch){
  99. while(true){
  100. if (spWatch.spawnIsFree)
  101. {
  102. SpawnCar(position);
  103. }
  104. yield return new WaitForSeconds(this.spawnRate);
  105. }
  106. }
  107. }
  108. }