Squashed commit of the following:

commit 7912604faf
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 11 17:22:28 2026 +0300

    update .gitignore

commit d71b90c8bd
Author: 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

commit 5b888fba95
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 11 10:30:09 2026 +0300

    Changed .gitignore

commit e3d5561fc8
Author: 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:
2026-08-11 17:25:33 +03:00
parent b3079b959a
commit 60cd55ab44
10 changed files with 393 additions and 284 deletions
+43 -55
View File
@@ -1,4 +1,3 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@@ -6,77 +5,66 @@ using UnityEngine.InputSystem;
public class ItemPipe : MonoBehaviour
{
[Serializable]
private class GuaranteedItem
{
public GameObject prefab;
[Min(1)]
public int amount = 1;
}
[Serializable]
private class RandomItem
{
public GameObject prefab;
[Min(0)]
public float weight = 1f;
}
[Header("Pipe")]
[SerializeField] private Transform spawnPoint;
[SerializeField, Min(0.05f)] private float spawnInterval = 0.5f;
[Header("Instant velocity change")]
[SerializeField] private Vector3 localVelocityChange = Vector3.forward * 4.5f;
[Header("Guaranteed items")]
[SerializeField] private List<GuaranteedItem> guaranteedItems = new();
[Header("Random items")]
[SerializeField, Min(0)] private int randomItemCount = 5;
[SerializeField] private List<RandomItem> randomItems = new();
[Header("Spawn position randomization")]
[SerializeField, Min(0f)] private float randomSpawnX = 0.2f;
[SerializeField, Min(0f)] private float randomSpawnZ = 0.2f;
[Header("Configuration")]
[SerializeField] private ItemPipeConfig config;
[Header("Temporary testing")]
[SerializeField] private bool spawnOnE = true;
private bool isSpawning;
public float CooldownDuration => config != null ? config.SpawnCooldown : 0f;
public float CooldownRemaining { get; private set; }
public int CooldownSecondsRemaining => Mathf.CeilToInt(CooldownRemaining);
public bool CanSpawnItems => config != null && !isSpawning && CooldownRemaining <= 0f;
private void Update()
{
if (!spawnOnE || isSpawning || Keyboard.current == null)
if (CooldownRemaining > 0f)
CooldownRemaining = Mathf.Max(0f, CooldownRemaining - Time.deltaTime);
if (!spawnOnE || Keyboard.current == null)
return;
if (Keyboard.current.eKey.wasPressedThisFrame)
StartCoroutine(SpawnSequence());
SpawnItems();
}
private IEnumerator SpawnSequence()
public void SpawnItems()
{
if (!CanSpawnItems)
return;
StartCoroutine(SpawnSequence(config));
}
private IEnumerator SpawnSequence(ItemPipeConfig activeConfig)
{
isSpawning = true;
List<GameObject> spawnQueue = BuildSpawnQueue();
List<GameObject> spawnQueue = BuildSpawnQueue(activeConfig);
foreach (GameObject prefab in spawnQueue)
for (int i = 0; i < spawnQueue.Count; i++)
{
Spawn(prefab);
yield return new WaitForSeconds(spawnInterval);
Spawn(spawnQueue[i], activeConfig);
if (i < spawnQueue.Count - 1)
yield return new WaitForSeconds(activeConfig.SpawnInterval);
}
isSpawning = false;
CooldownRemaining = activeConfig.SpawnCooldown;
}
private List<GameObject> BuildSpawnQueue()
private List<GameObject> BuildSpawnQueue(ItemPipeConfig activeConfig)
{
List<GameObject> queue = new();
// Добавляем предметы в точном количестве.
foreach (GuaranteedItem item in guaranteedItems)
foreach (ItemPipeConfig.GuaranteedItem item in activeConfig.GuaranteedItems)
{
if (item.prefab == null)
continue;
@@ -86,9 +74,9 @@ public class ItemPipe : MonoBehaviour
}
// Выбираем указанное количество случайных предметов.
for (int i = 0; i < randomItemCount; i++)
for (int i = 0; i < activeConfig.RandomItemCount; i++)
{
GameObject selectedPrefab = ChooseWeightedRandom();
GameObject selectedPrefab = ChooseWeightedRandom(activeConfig);
if (selectedPrefab != null)
queue.Add(selectedPrefab);
@@ -100,11 +88,11 @@ public class ItemPipe : MonoBehaviour
return queue;
}
private GameObject ChooseWeightedRandom()
private GameObject ChooseWeightedRandom(ItemPipeConfig activeConfig)
{
float totalWeight = 0f;
foreach (RandomItem item in randomItems)
foreach (ItemPipeConfig.RandomItem item in activeConfig.RandomItems)
{
if (item.prefab != null && item.weight > 0f)
totalWeight += item.weight;
@@ -113,10 +101,10 @@ public class ItemPipe : MonoBehaviour
if (totalWeight <= 0f)
return null;
float roll = UnityEngine.Random.value * totalWeight;
float roll = Random.value * totalWeight;
float currentWeight = 0f;
foreach (RandomItem item in randomItems)
foreach (ItemPipeConfig.RandomItem item in activeConfig.RandomItems)
{
if (item.prefab == null || item.weight <= 0f)
continue;
@@ -134,20 +122,20 @@ public class ItemPipe : MonoBehaviour
{
for (int i = queue.Count - 1; i > 0; i--)
{
int randomIndex = UnityEngine.Random.Range(0, i + 1);
int randomIndex = Random.Range(0, i + 1);
(queue[i], queue[randomIndex]) =
(queue[randomIndex], queue[i]);
}
}
private void Spawn(GameObject prefab)
private void Spawn(GameObject prefab, ItemPipeConfig activeConfig)
{
if (prefab == null || spawnPoint == null)
return;
float offsetX = RandomRange(-randomSpawnX, randomSpawnX);
float offsetZ = RandomRange(-randomSpawnZ, randomSpawnZ);
float offsetX = RandomRange(-activeConfig.RandomSpawnX, activeConfig.RandomSpawnX);
float offsetZ = RandomRange(-activeConfig.RandomSpawnZ, activeConfig.RandomSpawnZ);
Vector3 spawnPosition =
spawnPoint.position +
@@ -157,13 +145,13 @@ public class ItemPipe : MonoBehaviour
GameObject item = Instantiate(
prefab,
spawnPosition,
UnityEngine.Random.rotationUniform
Random.rotationUniform
);
if (item.TryGetComponent(out Rigidbody body))
{
Vector3 worldVelocityChange =
spawnPoint.TransformDirection(localVelocityChange);
spawnPoint.TransformDirection(activeConfig.LocalVelocityChange);
body.AddForce(worldVelocityChange, ForceMode.VelocityChange);
}
@@ -171,6 +159,6 @@ public class ItemPipe : MonoBehaviour
private float RandomRange(float min, float max)
{
return UnityEngine.Random.Range(min, max);
return Random.Range(min, max);
}
}