[TASK] Spawn collectable ducks on the map when in range
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@@ -1,6 +1,7 @@
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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 Mapbox.CheapRulerCs;
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using Mapbox.Unity.Map;
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using UnityEngine;
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using UnityEngine.Serialization;
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@@ -9,8 +10,18 @@ public class CollectableDuckManager : MonoBehaviour
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{
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[FormerlySerializedAs("CollectableDucks")] public List<CollectableDuckData> collectableDucks;
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Dictionary<CollectableDuckData, CollectableDuck> spawnedDucks = new Dictionary<CollectableDuckData, CollectableDuck>();
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public AbstractMap map;
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public Transform player;
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/// <summary>
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/// Spawn distance in meters (i.e. how close should the player be to a duck before it spawns on the map
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/// </summary>
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public float spawnDistance = 50;
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public CollectableDuck duckSpawnPrefab;
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private static CollectableDuckManager _instance;
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public static CollectableDuckManager Instance
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{
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@@ -25,10 +36,41 @@ public class CollectableDuckManager : MonoBehaviour
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private void Update()
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{
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var ruler = new CheapRuler(map.CenterLatitudeLongitude.x, CheapRulerUnits.Meters);
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var playerPosition = map.WorldToGeoPosition(player.position).ToArray();
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for (int i = 0; i < collectableDucks.Count; i++)
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{
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var duck = collectableDucks[i];
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if (duck.LatitudeLongitude)
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var duckCoord = duck.LatitudeLongitude;
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var dist = ruler.Distance(duckCoord.ToArray(), playerPosition);
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// Debug.Log("Distance to " + duck.name + ": " + dist);
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if (dist < spawnDistance)
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{
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if (!spawnedDucks.ContainsKey(duck))
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{
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// Spawn the duck
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var duckSpawn = Instantiate(duckSpawnPrefab, map.GeoToWorldPosition(duckCoord), Quaternion.identity,
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transform);
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var duckModel = Instantiate(duck.ModelPrefab, duckSpawn.transform);
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duckModel.transform.localPosition = Vector3.zero;
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spawnedDucks[duck] = duckSpawn;
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}
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else
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{
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if (!spawnedDucks[duck].gameObject.activeSelf)
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{
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spawnedDucks[duck].gameObject.SetActive(true);
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}
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}
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} else if (spawnedDucks.ContainsKey(duck))
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{
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if (spawnedDucks[duck].gameObject.activeSelf)
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{
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spawnedDucks[duck].gameObject.SetActive(false);
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}
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}
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}
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}
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}
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}
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