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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- public class StandingPeopleConcert : MonoBehaviour {
- [HideInInspector] public GameObject planePrefab;
- [HideInInspector] public GameObject circlePrefab;
- [HideInInspector] public GameObject surface;
- [HideInInspector] public Vector2 planeSize = new Vector2(1, 1);
- [Tooltip("People prefabs / Префабы людей")] public GameObject[] peoplePrefabs = new GameObject[0];
- [HideInInspector]
- List<Vector3> spawnPoints = new List<Vector3>();
- [HideInInspector] public GameObject target;
- [HideInInspector] public int peopleCount;
- [HideInInspector] public bool isCircle;
- [HideInInspector] public float circleDiametr = 1;
- [HideInInspector] public bool showSurface = true;
- public enum TestEnum{Rectangle, Circle};
- [Tooltip("Type of surface / Тип поверхности")] public TestEnum SurfaceType;
- [HideInInspector]
- public GameObject par;
- [HideInInspector] public bool looking;
- [HideInInspector] public float damping = 5;
- [HideInInspector] public float highToSpawn;
- public void OnDrawGizmos()
- {
- if (!isCircle)
- surface.transform.localScale = new Vector3(planeSize.x, 1, planeSize.y);
- else
- surface.transform.localScale = new Vector3(circleDiametr, 1, circleDiametr);
- }
- public void SpawnRectangleSurface()
- {
- if (surface != null) DestroyImmediate(surface);
- var plane = Instantiate(planePrefab, transform.position, Quaternion.identity) as GameObject;
- surface = plane;
- isCircle = false;
- plane.transform.eulerAngles = new Vector3(
- plane.transform.eulerAngles.x,
- plane.transform.eulerAngles.y,
- plane.transform.eulerAngles.z
- );
- plane.transform.position += new Vector3(0, 0.01f, 0);
- plane.transform.parent = transform;
- plane.name = "surface";
- }
- public void SpawnCircleSurface()
- {
- if(surface != null) DestroyImmediate(surface);
- var circle = Instantiate(circlePrefab, transform.position, Quaternion.identity) as GameObject;
- isCircle = true;
- circle.transform.eulerAngles = new Vector3(
- circle.transform.eulerAngles.x,
- circle.transform.eulerAngles.y,
- circle.transform.eulerAngles.z
- );
- circle.transform.position += new Vector3(0, 0.01f, 0);
- circle.transform.parent = transform;
- circle.name = "surface";
- surface = circle;
- }
- public void RemoveButton()
- {
- if(par != null)
- DestroyImmediate(par);
- }
- public void PopulateButton()
- {
- RemoveButton();
- GameObject parGo = new GameObject();
- par = parGo;
- parGo.transform.parent = gameObject.transform;
- parGo.name = "people";
- spawnPoints.Clear();
- SpawnPeople(peopleCount);
- }
- void SpawnPeople (int _peopleCount)
- {
- int[] peoplePrefabIndexes = CommonUtils.GetRandomPrefabIndexes(_peopleCount, ref peoplePrefabs);
- for (int i = 0; i < _peopleCount; i++)
- {
- Vector3 randomPosition;
- if (!isCircle)
- randomPosition = RandomRectanglePosition();
- else
- randomPosition = RandomCirclePosition();
- if (randomPosition != Vector3.zero)
- {
- GameObject people = peoplePrefabs[peoplePrefabIndexes[i]];
- RaycastHit hit;
- GameObject obj = null;
- if (Physics.Raycast(randomPosition + Vector3.up * highToSpawn, Vector3.down, out hit, Mathf.Infinity))
- {
- 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;
- }
- else
- {
- continue;
- }
- PeopleController pc = obj.AddComponent<PeopleController>();
- spawnPoints.Add(obj.transform.position);
- if (target != null)
- {
- pc.SetTarget(target.transform.position);
- if (looking)
- {
- pc.target = target.transform;
- pc.damping = damping;
- }
- }
- pc.animNames = new string[4] { "idle1", "idle2", "cheer", "claphands" };
- obj.transform.parent = par.transform;
- }
- }
- }
- Vector3 RandomRectanglePosition ()
- {
- Vector3 randomPosition = new Vector3(0, 0, 0);
- for(int i = 0; i < 10; i++)
- {
- randomPosition.x = surface.transform.position.x - GetRealPlaneSize().x / 2 + Random.Range(0.0f, GetRealPlaneSize().x - 0.6f);
- randomPosition.z = surface.transform.position.z - GetRealPlaneSize().y / 2 + Random.Range(0.0f, GetRealPlaneSize().y - 0.6f);
- randomPosition.y = surface.transform.position.y;
- if(IsRandomPositionFree(randomPosition))
- return randomPosition;
- }
- return Vector3.zero;
- }
- Vector3 RandomCirclePosition ()
- {
- Vector3 center = surface.transform.position;
- float radius = GetRealPlaneSize().x / 2;
- for(int i = 0; i < 10; i++)
- {
- float randomRadius = Random.value * radius;
- float ang = Random.value * 360;
- Vector3 pos;
- pos.x = center.x + randomRadius * Mathf.Sin(ang * Mathf.Deg2Rad);
- pos.y = center.y;
- pos.z = center.z + randomRadius * Mathf.Cos(ang * Mathf.Deg2Rad);
- if (IsRandomPositionFree(pos))
- return pos;
- }
- return Vector3.zero;
- }
- bool IsRandomPositionFree (Vector3 pos)
- {
- for(int i = 0; i < spawnPoints.Count; i++)
- {
- 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)
- return false;
- }
- return true;
- }
- Vector2 GetRealPlaneSize()
- {
- Vector3 meshSize = surface.GetComponent<MeshRenderer>().bounds.size;
- return new Vector2(meshSize.x, meshSize.z);
- }
- Vector2 GetRealPeopleModelSize()
- {
- Vector3 meshSize = peoplePrefabs[1].GetComponent<MeshRenderer>().bounds.size;
- return new Vector2(meshSize.x, meshSize.z);
- }
- }
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