Squashed commit of the following:
commit7912604fafAuthor: AsanoRema <asanorema2036@gmail.com> Date: Tue Aug 11 17:22:28 2026 +0300 update .gitignore commitd71b90c8bdAuthor: henjkey <henjkey@gmail.com> Date: Tue Aug 11 18:42:09 2026 +0500 Edited Добавлен таймер, конфиг и публичный метод SpawnItems() CooldownRemaining - оставшееся время до спавна float CooldownSecondsRemaining - оставшееся время до спавна int commit5b888fba95Author: AsanoRema <asanorema2036@gmail.com> Date: Tue Aug 11 10:30:09 2026 +0300 Changed .gitignore commite3d5561fc8Author: henjkey <henjkey@gmail.com> Date: Tue Aug 11 10:47:35 2026 +0500 New Второй спавнер с нормальными настройками и обновленные префабы
This commit is contained in:
@@ -77,3 +77,5 @@ crashlytics-build.properties
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/[Aa]ssets/[Ss]treamingAssets/aa/*
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ProjectSettings/Packages/com.unity.probuilder/Settings.json
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Assets/Editor/x64/Bakery/.uvgblog.txt
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Assets/Editor/x64/Bakery/.uvgblog.txt
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: bb903df62880440f80782f53ec0f6692
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,30 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 142c75ae48de4c7ba6fd0daad6905872, type: 3}
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m_Name: ItemPipeConfig
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m_EditorClassIdentifier:
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spawnInterval: 0.05
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spawnCooldown: 10
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localVelocityChange: {x: 0, y: -5, z: 0}
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guaranteedItems:
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- prefab: {fileID: 4504260422113134419, guid: 8790cd6f776403940ac664c5db12dab4, type: 3}
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amount: 1
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randomItemCount: 7
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randomItems:
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- prefab: {fileID: 2474374521670934351, guid: c91d2337125ccaf45a0c57af9a6703c8, type: 3}
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weight: 1
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- prefab: {fileID: 4728426142119307488, guid: 795e138cd804c7c42aa508895e6a61df, type: 3}
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weight: 1
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- prefab: {fileID: 4504260422113134419, guid: 8790cd6f776403940ac664c5db12dab4, type: 3}
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weight: 3
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randomSpawnX: 1
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randomSpawnZ: 1
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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@@ -0,0 +1,54 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(
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fileName = "ItemPipeConfig",
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menuName = "Fort Bo/Pipe Junk/Item Pipe Config")]
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public sealed class ItemPipeConfig : ScriptableObject
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{
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[Serializable]
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public sealed class GuaranteedItem
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{
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public GameObject prefab;
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[Min(1)]
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public int amount = 1;
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}
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[Serializable]
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public sealed class RandomItem
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{
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public GameObject prefab;
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[Min(0f)]
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public float weight = 1f;
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}
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[Header("Timing")]
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[SerializeField, Min(0.05f)] private float spawnInterval = 0.5f;
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[SerializeField, Min(0f)] private float spawnCooldown = 10f;
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[Header("Instant velocity change")]
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[SerializeField] private Vector3 localVelocityChange = Vector3.forward * 4.5f;
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[Header("Guaranteed items")]
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[SerializeField] private List<GuaranteedItem> guaranteedItems = new();
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[Header("Random items")]
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[SerializeField, Min(0)] private int randomItemCount = 5;
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[SerializeField] private List<RandomItem> randomItems = new();
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[Header("Spawn position randomization")]
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[SerializeField, Min(0f)] private float randomSpawnX = 0.2f;
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[SerializeField, Min(0f)] private float randomSpawnZ = 0.2f;
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public float SpawnInterval => spawnInterval;
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public float SpawnCooldown => spawnCooldown;
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public Vector3 LocalVelocityChange => localVelocityChange;
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public IReadOnlyList<GuaranteedItem> GuaranteedItems => guaranteedItems;
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public int RandomItemCount => randomItemCount;
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public IReadOnlyList<RandomItem> RandomItems => randomItems;
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public float RandomSpawnX => randomSpawnX;
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public float RandomSpawnZ => randomSpawnZ;
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 142c75ae48de4c7ba6fd0daad6905872
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,4 +1,3 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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@@ -6,77 +5,66 @@ using UnityEngine.InputSystem;
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public class ItemPipe : MonoBehaviour
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{
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[Serializable]
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private class GuaranteedItem
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{
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public GameObject prefab;
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[Min(1)]
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public int amount = 1;
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}
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[Serializable]
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private class RandomItem
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{
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public GameObject prefab;
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[Min(0)]
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public float weight = 1f;
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}
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[Header("Pipe")]
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[SerializeField] private Transform spawnPoint;
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[SerializeField, Min(0.05f)] private float spawnInterval = 0.5f;
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[Header("Instant velocity change")]
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[SerializeField] private Vector3 localVelocityChange = Vector3.forward * 4.5f;
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[Header("Guaranteed items")]
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[SerializeField] private List<GuaranteedItem> guaranteedItems = new();
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[Header("Random items")]
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[SerializeField, Min(0)] private int randomItemCount = 5;
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[SerializeField] private List<RandomItem> randomItems = new();
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[Header("Spawn position randomization")]
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[SerializeField, Min(0f)] private float randomSpawnX = 0.2f;
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[SerializeField, Min(0f)] private float randomSpawnZ = 0.2f;
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[Header("Configuration")]
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[SerializeField] private ItemPipeConfig config;
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[Header("Temporary testing")]
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[SerializeField] private bool spawnOnE = true;
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private bool isSpawning;
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public float CooldownDuration => config != null ? config.SpawnCooldown : 0f;
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public float CooldownRemaining { get; private set; }
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public int CooldownSecondsRemaining => Mathf.CeilToInt(CooldownRemaining);
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public bool CanSpawnItems => config != null && !isSpawning && CooldownRemaining <= 0f;
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private void Update()
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{
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if (!spawnOnE || isSpawning || Keyboard.current == null)
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if (CooldownRemaining > 0f)
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CooldownRemaining = Mathf.Max(0f, CooldownRemaining - Time.deltaTime);
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if (!spawnOnE || Keyboard.current == null)
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return;
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if (Keyboard.current.eKey.wasPressedThisFrame)
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StartCoroutine(SpawnSequence());
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SpawnItems();
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}
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private IEnumerator SpawnSequence()
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public void SpawnItems()
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{
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if (!CanSpawnItems)
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return;
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StartCoroutine(SpawnSequence(config));
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}
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private IEnumerator SpawnSequence(ItemPipeConfig activeConfig)
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{
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isSpawning = true;
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List<GameObject> spawnQueue = BuildSpawnQueue();
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List<GameObject> spawnQueue = BuildSpawnQueue(activeConfig);
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foreach (GameObject prefab in spawnQueue)
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for (int i = 0; i < spawnQueue.Count; i++)
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{
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Spawn(prefab);
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yield return new WaitForSeconds(spawnInterval);
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Spawn(spawnQueue[i], activeConfig);
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if (i < spawnQueue.Count - 1)
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yield return new WaitForSeconds(activeConfig.SpawnInterval);
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}
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isSpawning = false;
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CooldownRemaining = activeConfig.SpawnCooldown;
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}
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private List<GameObject> BuildSpawnQueue()
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private List<GameObject> BuildSpawnQueue(ItemPipeConfig activeConfig)
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{
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List<GameObject> queue = new();
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// Добавляем предметы в точном количестве.
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foreach (GuaranteedItem item in guaranteedItems)
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foreach (ItemPipeConfig.GuaranteedItem item in activeConfig.GuaranteedItems)
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{
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if (item.prefab == null)
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continue;
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@@ -86,9 +74,9 @@ public class ItemPipe : MonoBehaviour
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}
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// Выбираем указанное количество случайных предметов.
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for (int i = 0; i < randomItemCount; i++)
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for (int i = 0; i < activeConfig.RandomItemCount; i++)
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{
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GameObject selectedPrefab = ChooseWeightedRandom();
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GameObject selectedPrefab = ChooseWeightedRandom(activeConfig);
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if (selectedPrefab != null)
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queue.Add(selectedPrefab);
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@@ -100,11 +88,11 @@ public class ItemPipe : MonoBehaviour
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return queue;
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}
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private GameObject ChooseWeightedRandom()
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private GameObject ChooseWeightedRandom(ItemPipeConfig activeConfig)
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{
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float totalWeight = 0f;
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foreach (RandomItem item in randomItems)
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foreach (ItemPipeConfig.RandomItem item in activeConfig.RandomItems)
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{
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if (item.prefab != null && item.weight > 0f)
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totalWeight += item.weight;
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@@ -113,10 +101,10 @@ public class ItemPipe : MonoBehaviour
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if (totalWeight <= 0f)
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return null;
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float roll = UnityEngine.Random.value * totalWeight;
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float roll = Random.value * totalWeight;
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float currentWeight = 0f;
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foreach (RandomItem item in randomItems)
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foreach (ItemPipeConfig.RandomItem item in activeConfig.RandomItems)
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{
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if (item.prefab == null || item.weight <= 0f)
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continue;
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@@ -134,20 +122,20 @@ public class ItemPipe : MonoBehaviour
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{
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for (int i = queue.Count - 1; i > 0; i--)
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{
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int randomIndex = UnityEngine.Random.Range(0, i + 1);
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int randomIndex = Random.Range(0, i + 1);
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(queue[i], queue[randomIndex]) =
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(queue[randomIndex], queue[i]);
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}
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}
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private void Spawn(GameObject prefab)
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private void Spawn(GameObject prefab, ItemPipeConfig activeConfig)
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{
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if (prefab == null || spawnPoint == null)
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return;
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float offsetX = RandomRange(-randomSpawnX, randomSpawnX);
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float offsetZ = RandomRange(-randomSpawnZ, randomSpawnZ);
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float offsetX = RandomRange(-activeConfig.RandomSpawnX, activeConfig.RandomSpawnX);
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float offsetZ = RandomRange(-activeConfig.RandomSpawnZ, activeConfig.RandomSpawnZ);
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Vector3 spawnPosition =
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spawnPoint.position +
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@@ -157,13 +145,13 @@ public class ItemPipe : MonoBehaviour
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GameObject item = Instantiate(
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prefab,
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spawnPosition,
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UnityEngine.Random.rotationUniform
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Random.rotationUniform
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);
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if (item.TryGetComponent(out Rigidbody body))
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{
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Vector3 worldVelocityChange =
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spawnPoint.TransformDirection(localVelocityChange);
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spawnPoint.TransformDirection(activeConfig.LocalVelocityChange);
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body.AddForce(worldVelocityChange, ForceMode.VelocityChange);
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}
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@@ -171,6 +159,6 @@ public class ItemPipe : MonoBehaviour
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private float RandomRange(float min, float max)
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{
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return UnityEngine.Random.Range(min, max);
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return Random.Range(min, max);
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}
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}
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+223
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@@ -44,6 +44,11 @@ MonoBehaviour:
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OverridingTargetPrefab: {fileID: 0}
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