216 lines
6.1 KiB
C#
216 lines
6.1 KiB
C#
using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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public class StandingPeopleConcert : MonoBehaviour {
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[HideInInspector] public GameObject planePrefab;
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[HideInInspector] public GameObject circlePrefab;
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[HideInInspector] public GameObject surface;
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[HideInInspector] public Vector2 planeSize = new Vector2(1, 1);
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[Tooltip("People prefabs / Префабы людей")] public GameObject[] peoplePrefabs = new GameObject[0];
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[HideInInspector]
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List<Vector3> spawnPoints = new List<Vector3>();
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[HideInInspector] public GameObject target;
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[HideInInspector] public int peopleCount;
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[HideInInspector] public bool isCircle;
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[HideInInspector] public float circleDiametr = 1;
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[HideInInspector] public bool showSurface = true;
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public enum TestEnum{Rectangle, Circle};
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[Tooltip("Type of surface / Тип поверхности")] public TestEnum SurfaceType;
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[HideInInspector]
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public GameObject par;
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[HideInInspector] public bool looking;
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[HideInInspector] public float damping;
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[HideInInspector] public float highToSpawn;
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public void OnDrawGizmos()
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{
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if (!isCircle)
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surface.transform.localScale = new Vector3(planeSize.x, 1, planeSize.y);
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else
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surface.transform.localScale = new Vector3(circleDiametr, 1, circleDiametr);
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}
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public void SpawnRectangleSurface()
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{
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if (surface != null) DestroyImmediate(surface);
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var plane = Instantiate(planePrefab, transform.position, Quaternion.identity) as GameObject;
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surface = plane;
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isCircle = false;
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plane.transform.eulerAngles = new Vector3(
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plane.transform.eulerAngles.x,
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plane.transform.eulerAngles.y,
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plane.transform.eulerAngles.z
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);
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plane.transform.position += new Vector3(0, 0.01f, 0);
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plane.transform.parent = transform;
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plane.name = "surface";
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}
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public void SpawnCircleSurface()
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{
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if (surface != null) DestroyImmediate(surface);
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var circle = Instantiate(circlePrefab, transform.position, Quaternion.identity) as GameObject;
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isCircle = true;
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circle.transform.eulerAngles = new Vector3(
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circle.transform.eulerAngles.x,
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circle.transform.eulerAngles.y,
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circle.transform.eulerAngles.z
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);
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circle.transform.position += new Vector3(0, 0.01f, 0);
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circle.transform.parent = transform;
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circle.name = "surface";
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surface = circle;
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}
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public void RemoveButton()
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{
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if(par != null)
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DestroyImmediate(par);
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}
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public void PopulateButton()
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{
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RemoveButton();
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GameObject parGo = new GameObject();
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par = parGo;
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parGo.transform.parent = gameObject.transform;
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parGo.name = "people";
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spawnPoints.Clear();
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SpawnPeople(peopleCount);
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}
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void SpawnPeople (int _peopleCount)
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{
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int[] peoplePrefabIndexes = CommonUtils.GetRandomPrefabIndexes(_peopleCount, ref peoplePrefabs);
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for(int i = 0; i < _peopleCount; i++)
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{
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Vector3 randomPosition;
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if(!isCircle)
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randomPosition = RandomRectanglePosition();
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else
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randomPosition = RandomCirclePosition();
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if(randomPosition != Vector3.zero)
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{
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GameObject people = peoplePrefabs[peoplePrefabIndexes[i]];
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RaycastHit hit;
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GameObject obj = null;
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if (Physics.Raycast(randomPosition + Vector3.up * highToSpawn, Vector3.down, out hit, Mathf.Infinity))
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{
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obj = Instantiate(people, new Vector3(randomPosition.x, hit.point.y, randomPosition.z), Quaternion.Euler(people.transform.rotation.x, transform.eulerAngles.y, people.transform.rotation.z)) as GameObject;
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}
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else
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{
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continue;
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}
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PeopleController pc = obj.AddComponent<PeopleController>();
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spawnPoints.Add(obj.transform.position);
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if (target != null)
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{
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pc.SetTarget(target.transform.position);
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if (looking)
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{
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pc.target = target.transform;
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pc.damping = damping;
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}
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}
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pc.animNames = new string[4]{"idle1", "idle2", "cheer", "claphands"};
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obj.transform.parent = par.transform;
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Rigidbody rb = obj.GetComponent<Rigidbody>();
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rb.freezeRotation = true;
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}
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}
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}
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Vector3 RandomRectanglePosition ()
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{
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Vector3 randomPosition = new Vector3(0, 0, 0);
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for(int i = 0; i < 10; i++)
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{
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randomPosition.x = surface.transform.position.x - GetRealPlaneSize().x / 2 + 0.3f + Random.Range(0.0f, GetRealPlaneSize().x - 0.6f);
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randomPosition.z = surface.transform.position.z - GetRealPlaneSize().y / 2 + 0.3f + Random.Range(0.0f, GetRealPlaneSize().y - 0.6f);
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randomPosition.y = surface.transform.position.y;
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if(IsRandomPositionFree(randomPosition))
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return randomPosition;
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}
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return Vector3.zero;
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}
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Vector3 RandomCirclePosition ()
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{
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Vector3 center = surface.transform.position;
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float radius = GetRealPlaneSize().x / 2;
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for(int i = 0; i < 10; i++)
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{
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float randomRadius = Random.value * radius;
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float ang = Random.value * 360;
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Vector3 pos;
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pos.x = center.x + randomRadius * Mathf.Sin(ang * Mathf.Deg2Rad);
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pos.y = center.y;
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pos.z = center.z + randomRadius * Mathf.Cos(ang * Mathf.Deg2Rad);
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if(IsRandomPositionFree(pos))
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return pos;
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}
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return Vector3.zero;
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}
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bool IsRandomPositionFree (Vector3 pos)
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{
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for(int i = 0; i < spawnPoints.Count; i++)
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{
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if(spawnPoints[i].x - 0.6f < pos.x && spawnPoints[i].x + 1 > pos.x && spawnPoints[i].z - 0.5f < pos.z && spawnPoints[i].z + 0.6f > pos.z)
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return false;
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}
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return true;
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}
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Vector2 GetRealPlaneSize()
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{
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Vector3 meshSize = surface.GetComponent<MeshRenderer>().bounds.size;
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return new Vector2(meshSize.x, meshSize.z);
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}
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Vector2 GetRealPeopleModelSize()
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{
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Vector3 meshSize = peoplePrefabs[1].GetComponent<MeshRenderer>().bounds.size;
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return new Vector2(meshSize.x, meshSize.z);
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}
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}
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