├── .gitignore ├── Project └── UltimateSpawner2D │ ├── ProjectSettings │ ├── ProjectVersion.txt │ ├── ClusterInputManager.asset │ ├── NetworkManager.asset │ ├── TimeManager.asset │ ├── VFXManager.asset │ ├── PresetManager.asset │ ├── AudioManager.asset │ ├── EditorBuildSettings.asset │ ├── TagManager.asset │ ├── EditorSettings.asset │ ├── UnityConnectSettings.asset │ ├── DynamicsManager.asset │ ├── Physics2DSettings.asset │ ├── NavMeshAreas.asset │ ├── GraphicsSettings.asset │ ├── QualitySettings.asset │ ├── InputManager.asset │ └── ProjectSettings.asset │ ├── Assets │ ├── UltimateSpawner │ │ ├── Core │ │ │ ├── Icon │ │ │ │ ├── us_icon.png │ │ │ │ └── us_icon.png.meta │ │ │ ├── Icon.meta │ │ │ ├── Resources.meta │ │ │ ├── Scripts.meta │ │ │ ├── Scripts │ │ │ │ ├── Editor.meta │ │ │ │ ├── ScriptableUSEnumList.cs │ │ │ │ ├── Editor │ │ │ │ │ ├── USSetup.cs.meta │ │ │ │ │ ├── SpawnPointEditor.cs.meta │ │ │ │ │ ├── UltimateSpawnerEditor.cs.meta │ │ │ │ │ ├── SpawnPointEditor.cs │ │ │ │ │ ├── USSetup.cs │ │ │ │ │ └── UltimateSpawnerEditor.cs │ │ │ │ ├── SpawnPoint.cs.meta │ │ │ │ ├── USPoolObject.cs.meta │ │ │ │ ├── ScriptableUSEnum.cs.meta │ │ │ │ ├── ScriptableUSEnumList.cs.meta │ │ │ │ ├── USExtension_Movement.cs.meta │ │ │ │ ├── ScriptableUSEnum.cs │ │ │ │ ├── USPoolObject.cs │ │ │ │ ├── USExtension_Movement.cs │ │ │ │ └── SpawnPoint.cs │ │ │ └── Resources │ │ │ │ ├── ConfigFiles.meta │ │ │ │ └── ConfigFiles │ │ │ │ ├── EnumLists.meta │ │ │ │ ├── EnumValues.meta │ │ │ │ ├── EnumValues │ │ │ │ ├── Fixed.asset.meta │ │ │ │ ├── RandomFixed.asset.meta │ │ │ │ ├── RandomRange.asset.meta │ │ │ │ ├── Fixed.asset │ │ │ │ ├── RandomFixed.asset │ │ │ │ └── RandomRange.asset │ │ │ │ └── EnumLists │ │ │ │ ├── PositionEnum.asset.meta │ │ │ │ ├── SpawnPointEnum.asset.meta │ │ │ │ ├── SpawnPointEnum.asset │ │ │ │ └── PositionEnum.asset │ │ ├── Examples │ │ │ ├── Textures │ │ │ │ ├── Square.png │ │ │ │ └── Square.png.meta │ │ │ ├── Scenes │ │ │ │ ├── Movement.unity.meta │ │ │ │ ├── BasicSpawn2D.unity.meta │ │ │ │ ├── BasicSpawn3D.unity.meta │ │ │ │ ├── ScreenBasedSpawnPoints.unity.meta │ │ │ │ ├── BasicSpawn2D.unity │ │ │ │ ├── ScreenBasedSpawnPoints.unity │ │ │ │ ├── Movement.unity │ │ │ │ └── BasicSpawn3D.unity │ │ │ ├── Scenes.meta │ │ │ ├── Prefabs.meta │ │ │ ├── Resources.meta │ │ │ ├── Scripts.meta │ │ │ ├── Textures.meta │ │ │ ├── Resources │ │ │ │ ├── SpawnPoints.meta │ │ │ │ └── SpawnPoints │ │ │ │ │ ├── ScreenBased.meta │ │ │ │ │ ├── FixedSpawnPoint.asset.meta │ │ │ │ │ ├── RandomSpawnPoint2D-2.asset.meta │ │ │ │ │ ├── RandomSpawnPoint2D-3.asset.meta │ │ │ │ │ ├── ScreenBased │ │ │ │ │ ├── Left.asset.meta │ │ │ │ │ ├── Top.asset.meta │ │ │ │ │ ├── Bottom.asset.meta │ │ │ │ │ ├── Center.asset.meta │ │ │ │ │ ├── Right.asset.meta │ │ │ │ │ ├── TopLeft.asset.meta │ │ │ │ │ ├── TopRight.asset.meta │ │ │ │ │ ├── BottomLeft.asset.meta │ │ │ │ │ ├── BottomRight.asset.meta │ │ │ │ │ ├── Top.asset │ │ │ │ │ ├── Bottom.asset │ │ │ │ │ ├── Right.asset │ │ │ │ │ ├── Center.asset │ │ │ │ │ ├── TopLeft.asset │ │ │ │ │ ├── TopRight.asset │ │ │ │ │ ├── Left.asset │ │ │ │ │ ├── BottomLeft.asset │ │ │ │ │ └── BottomRight.asset │ │ │ │ │ ├── RandomSpawnPoint2D-1.asset.meta │ │ │ │ │ ├── RandomSpawnPoint2D-1.asset │ │ │ │ │ ├── RandomSpawnPoint2D-3.asset │ │ │ │ │ ├── FixedSpawnPoint.asset │ │ │ │ │ └── RandomSpawnPoint2D-2.asset │ │ │ ├── Prefabs │ │ │ │ ├── Cube.prefab.meta │ │ │ │ ├── Square.prefab.meta │ │ │ │ ├── Square.prefab │ │ │ │ └── Cube.prefab │ │ │ └── Scripts │ │ │ │ ├── Square.cs.meta │ │ │ │ └── Square.cs │ │ ├── changelog.md.meta │ │ ├── UltimateSpawner.prefab.meta │ │ ├── Core.meta │ │ ├── Examples.meta │ │ ├── UltimateSpawner.cs.meta │ │ ├── changelog.md │ │ └── UltimateSpawner.prefab │ ├── Gizmos │ │ ├── UltimateSpawner │ │ │ ├── spawner_icon.png │ │ │ └── spawner_icon.png.meta │ │ └── UltimateSpawner.meta │ ├── Gizmos.meta │ ├── Plugins.meta │ ├── Plugins │ │ └── Editor.meta │ └── UltimateSpawner.meta │ ├── .gitignore │ ├── Logs │ └── Packages-Update.log │ └── Packages │ └── manifest.json ├── Images ├── UltimateSpawner2D.gif ├── create-spawnpoint.png ├── Screenshots │ ├── pool-settings.png │ ├── basic-settings.png │ ├── spawnpoint-fixed.png │ ├── spawn-settings-input.png │ ├── movement-settings-force.png │ ├── movement-settings-none.png │ ├── spawn-settings-external.png │ ├── position-settings-spawner.png │ ├── rotation-settings-custom.png │ ├── rotation-settings-spawner.png │ ├── spawn-settings-fixed-time.png │ ├── movement-settings-velocity.png │ ├── pool-settings-increase-pool.png │ ├── position-settings-position.png │ ├── rotation-settings-identity.png │ ├── spawn-settings-random-time.png │ ├── spawnpoint-screenbased-top.png │ ├── position-settings-targettransform.png │ ├── spawn-settings-progressive-time.png │ ├── position-settings-spawnpoint-fixed.png │ ├── rotation-settings-object-own-rotation.png │ └── position-settings-spawnpoint-randomfixed.png └── UltimateSpawner_overview.gif ├── LICENSE ├── README.md └── 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-------------------------------------------------------------------------------- /Project/UltimateSpawner2D/Assets/UltimateSpawner/Core/Scripts/ScriptableUSEnumList.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace UltimateSpawnerSystem { 6 | 7 | public class ScriptableUSEnumList : ScriptableObject { 8 | public new string name; 9 | public List list; 10 | } 11 | } -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/Assets/UltimateSpawner/Core/Scripts/Editor/USSetup.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b7ce2211061283a469651c04b74656ca 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | 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icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/Assets/UltimateSpawner/Examples/Scripts/Square.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 07e9bf3e5ea69b2418f3faa34213d994 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/Assets/UltimateSpawner/Core/Scripts/ScriptableUSEnum.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d821170e9ff06ad469628192e6e575d9 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/ProjectSettings/VFXManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/Assets/UltimateSpawner/Core/Scripts/Editor/SpawnPointEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cc22b9e8bd5832b46bf285a12691b1a1 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/Assets/UltimateSpawner/Core/Scripts/ScriptableUSEnumList.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9a7ee4963f642704794def8197fb79b5 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/Assets/UltimateSpawner/Core/Scripts/USExtension_Movement.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7911ae3b4f19dda4cad54550c18f970b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/Assets/UltimateSpawner/Core/Scripts/Editor/UltimateSpawnerEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1ecfcc8fca3b76d4cb435c3c279ec7a4 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/Assets/UltimateSpawner/UltimateSpawner.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d6b587342079ec5429e1e1477f1e7148 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {fileID: 2800000, guid: 052dfee756f207647af4624371062bfe, type: 3} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/Assets/UltimateSpawner/Core/Scripts/ScriptableUSEnum.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace UltimateSpawnerSystem { 6 | 7 | [CreateAssetMenu(fileName = "New Enum Option", menuName = "UltimateSpawner/Enum Option")] 8 | public class ScriptableUSEnum : ScriptableObject { 9 | public new string name; 10 | } 11 | } 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vectorPosition: {x: 0, y: 4, z: 0} 18 | -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | 7 | # Visual Studio 2015 cache directory 8 | /.vs/ 9 | 10 | # Rider cache 11 | /.idea/ 12 | JetBrains 13 | JetBrains.meta 14 | 15 | # Autogenerated VS/MD/Consulo solution and project files 16 | ExportedObj/ 17 | .consulo/ 18 | *.csproj 19 | *.unityproj 20 | *.sln 21 | *.suo 22 | *.tmp 23 | *.user 24 | *.userprefs 25 | *.pidb 26 | *.booproj 27 | *.svd 28 | *.pdb 29 | 30 | # Unity3D generated meta files 31 | *.pidb.meta 32 | 33 | # Unity3D Generated File On Crash Reports 34 | sysinfo.txt 35 | 36 | # Builds 37 | *.apk 38 | *.unitypackage 39 | 40 | -------------------------------------------------------------------------------- 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2} 17 | - {fileID: 11400000, guid: 274b3a45f23c9d04da1185a912f8759f, type: 2} 18 | - {fileID: 11400000, guid: c11bbd51d76bb7c44beed9526fdd6056, type: 2} 19 | -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 1 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2018 René Abreu 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 7 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_ClothInterCollisionDistance: 0 18 | m_ClothInterCollisionStiffness: 0 19 | m_ContactsGeneration: 1 20 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 21 | m_AutoSimulation: 1 22 | m_AutoSyncTransforms: 1 23 | m_ClothInterCollisionSettingsToggle: 0 24 | m_ContactPairsMode: 0 25 | m_BroadphaseType: 0 26 | m_WorldBounds: 27 | m_Center: {x: 0, y: 0, z: 0} 28 | m_Extent: {x: 250, y: 250, z: 250} 29 | m_WorldSubdivisions: 8 30 | -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/Assets/UltimateSpawner/Core/Scripts/USPoolObject.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace UltimateSpawnerSystem { 6 | 7 | 8 | public class USPoolObject : MonoBehaviour { 9 | 10 | // Keep traking to which UltimateSpawner's pool this object belongs to 11 | private UltimateSpawner ultimateSpawner; 12 | 13 | // Set UltimateSpawner 14 | public void SetUltimateSpawner(UltimateSpawner us) { 15 | this.ultimateSpawner = us; 16 | } 17 | 18 | private void OnApplicationQuit() { 19 | // Prevent Errors on leaving the game 20 | ultimateSpawner = null; 21 | } 22 | 23 | void OnDestroy() { 24 | 25 | if (ultimateSpawner != null) { 26 | #if UNITY_EDITOR 27 | // Warn player about destroing a object 28 | ultimateSpawner.UltimateLog(string.Format("Object {0} was destroyed but it was in a pool. " + 29 | "It's highly recommended to disable it instead of destroying", 30 | gameObject.name), 31 | "WARNING"); 32 | #endif 33 | // Remove Object From pool 34 | ultimateSpawner.RemoveObjectFromPool(this.gameObject); 35 | } 36 | 37 | } 38 | } 39 | 40 | } -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/Assets/UltimateSpawner/Core/Scripts/Editor/SpawnPointEditor.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEditor; 5 | 6 | namespace UltimateSpawnerSystem { 7 | 8 | [CustomEditor(typeof(SpawnPoint))] 9 | public class SpawnPointEditor : Editor { 10 | 11 | public override void OnInspectorGUI() { 12 | 13 | var spawnPoint = (SpawnPoint) target; 14 | 15 | spawnPoint.positionType = 16 | (SpawnPointPosition) EditorGUILayout.EnumPopup("Position Type", spawnPoint.positionType); 17 | 18 | GUILayout.Space(10); 19 | 20 | if(spawnPoint.positionType == SpawnPointPosition.Vector3) 21 | spawnPoint.vectorPosition = EditorGUILayout.Vector3Field("Force", spawnPoint.vectorPosition); 22 | 23 | else if (spawnPoint.positionType == SpawnPointPosition.ScreenBased2D) { 24 | spawnPoint.screenBasedPosition = 25 | (SpawnPoint.ScreenBased) EditorGUILayout.EnumPopup("Screen Point", spawnPoint.screenBasedPosition); 26 | 27 | GUILayout.Space(5); 28 | 29 | spawnPoint.offset = EditorGUILayout.Vector3Field("Offset", spawnPoint.offset); 30 | 31 | 32 | } 33 | 34 | EditorUtility.SetDirty(spawnPoint); 35 | } 36 | } 37 | } -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/ProjectSettings/Physics2DSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!19 &1 4 | Physics2DSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 3 7 | m_Gravity: {x: 0, y: -9.81} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_VelocityIterations: 8 10 | m_PositionIterations: 3 11 | m_VelocityThreshold: 1 12 | m_MaxLinearCorrection: 0.2 13 | m_MaxAngularCorrection: 8 14 | m_MaxTranslationSpeed: 100 15 | m_MaxRotationSpeed: 360 16 | m_BaumgarteScale: 0.2 17 | m_BaumgarteTimeOfImpactScale: 0.75 18 | m_TimeToSleep: 0.5 19 | m_LinearSleepTolerance: 0.01 20 | m_AngularSleepTolerance: 2 21 | m_DefaultContactOffset: 0.01 22 | m_AutoSimulation: 1 23 | m_QueriesHitTriggers: 1 24 | m_QueriesStartInColliders: 1 25 | m_ChangeStopsCallbacks: 0 26 | m_CallbacksOnDisable: 1 27 | m_AutoSyncTransforms: 1 28 | m_AlwaysShowColliders: 0 29 | m_ShowColliderSleep: 1 30 | m_ShowColliderContacts: 0 31 | m_ShowColliderAABB: 0 32 | m_ContactArrowScale: 0.2 33 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412} 34 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432} 35 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745} 36 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} 37 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 38 | -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/Logs/Packages-Update.log: -------------------------------------------------------------------------------- 1 | 2 | === Thu Mar 28 09:13:18 2019 3 | 4 | Packages were changed. 5 | Update Mode: updateDependencies 6 | 7 | The following packages were added: 8 | com.unity.analytics@3.2.2 9 | com.unity.purchasing@2.0.3 10 | com.unity.ads@2.0.8 11 | com.unity.textmeshpro@1.3.0 12 | com.unity.package-manager-ui@2.0.3 13 | com.unity.collab-proxy@1.2.15 14 | com.unity.modules.ai@1.0.0 15 | com.unity.modules.animation@1.0.0 16 | com.unity.modules.assetbundle@1.0.0 17 | com.unity.modules.audio@1.0.0 18 | com.unity.modules.cloth@1.0.0 19 | com.unity.modules.director@1.0.0 20 | com.unity.modules.imageconversion@1.0.0 21 | com.unity.modules.imgui@1.0.0 22 | com.unity.modules.jsonserialize@1.0.0 23 | com.unity.modules.particlesystem@1.0.0 24 | com.unity.modules.physics@1.0.0 25 | com.unity.modules.physics2d@1.0.0 26 | com.unity.modules.screencapture@1.0.0 27 | com.unity.modules.terrain@1.0.0 28 | com.unity.modules.terrainphysics@1.0.0 29 | com.unity.modules.tilemap@1.0.0 30 | com.unity.modules.ui@1.0.0 31 | com.unity.modules.uielements@1.0.0 32 | com.unity.modules.umbra@1.0.0 33 | com.unity.modules.unityanalytics@1.0.0 34 | com.unity.modules.unitywebrequest@1.0.0 35 | com.unity.modules.unitywebrequestassetbundle@1.0.0 36 | com.unity.modules.unitywebrequestaudio@1.0.0 37 | com.unity.modules.unitywebrequesttexture@1.0.0 38 | com.unity.modules.unitywebrequestwww@1.0.0 39 | com.unity.modules.vehicles@1.0.0 40 | com.unity.modules.video@1.0.0 41 | com.unity.modules.vr@1.0.0 42 | com.unity.modules.wind@1.0.0 43 | com.unity.modules.xr@1.0.0 44 | -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 1 48 | - name: 49 | cost: 1 50 | - name: 51 | cost: 1 52 | - name: 53 | cost: 1 54 | - name: 55 | cost: 1 56 | - name: 57 | cost: 1 58 | - name: 59 | cost: 1 60 | - name: 61 | cost: 1 62 | - name: 63 | cost: 1 64 | - name: 65 | cost: 1 66 | - name: 67 | cost: 1 68 | - name: 69 | cost: 1 70 | - name: 71 | cost: 1 72 | m_LastAgentTypeID: -887442657 73 | m_Settings: 74 | - serializedVersion: 2 75 | agentTypeID: 0 76 | agentRadius: 0.5 77 | agentHeight: 2 78 | agentSlope: 45 79 | agentClimb: 0.75 80 | ledgeDropHeight: 0 81 | maxJumpAcrossDistance: 0 82 | minRegionArea: 2 83 | manualCellSize: 0 84 | cellSize: 0.16666667 85 | manualTileSize: 0 86 | tileSize: 256 87 | accuratePlacement: 0 88 | debug: 89 | m_Flags: 0 90 | m_SettingNames: 91 | - Humanoid 92 | -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.ads": "2.0.8", 4 | "com.unity.analytics": "3.2.2", 5 | "com.unity.collab-proxy": "1.2.15", 6 | "com.unity.package-manager-ui": "2.0.3", 7 | "com.unity.purchasing": "2.0.3", 8 | "com.unity.textmeshpro": "1.3.0", 9 | "com.unity.modules.ai": "1.0.0", 10 | "com.unity.modules.animation": "1.0.0", 11 | "com.unity.modules.assetbundle": "1.0.0", 12 | "com.unity.modules.audio": "1.0.0", 13 | "com.unity.modules.cloth": "1.0.0", 14 | "com.unity.modules.director": "1.0.0", 15 | "com.unity.modules.imageconversion": "1.0.0", 16 | "com.unity.modules.imgui": "1.0.0", 17 | "com.unity.modules.jsonserialize": "1.0.0", 18 | "com.unity.modules.particlesystem": "1.0.0", 19 | "com.unity.modules.physics": "1.0.0", 20 | "com.unity.modules.physics2d": "1.0.0", 21 | "com.unity.modules.screencapture": "1.0.0", 22 | "com.unity.modules.terrain": "1.0.0", 23 | "com.unity.modules.terrainphysics": "1.0.0", 24 | "com.unity.modules.tilemap": "1.0.0", 25 | "com.unity.modules.ui": "1.0.0", 26 | "com.unity.modules.uielements": "1.0.0", 27 | "com.unity.modules.umbra": "1.0.0", 28 | "com.unity.modules.unityanalytics": "1.0.0", 29 | "com.unity.modules.unitywebrequest": "1.0.0", 30 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 31 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 32 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 33 | "com.unity.modules.unitywebrequestwww": "1.0.0", 34 | "com.unity.modules.vehicles": "1.0.0", 35 | "com.unity.modules.video": "1.0.0", 36 | "com.unity.modules.vr": "1.0.0", 37 | "com.unity.modules.wind": "1.0.0", 38 | "com.unity.modules.xr": "1.0.0" 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/Assets/UltimateSpawner/Core/Scripts/USExtension_Movement.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace UltimateSpawnerSystem { 6 | 7 | public class USExtension_Movement : MonoBehaviour { 8 | 9 | private Rigidbody rigidBody; 10 | private Rigidbody2D rigidBody2D; 11 | 12 | private Vector3 force; 13 | private Vector2 force2D; 14 | 15 | private ForceMode forceMode; 16 | private ForceMode2D forceMode2D; 17 | 18 | private bool applyForce; 19 | 20 | private void OnEnable() { 21 | if (GetComponent() != null) 22 | rigidBody = GetComponent(); 23 | 24 | if (GetComponent() != null) 25 | rigidBody2D = GetComponent(); 26 | 27 | } 28 | 29 | void FixedUpdate() { 30 | 31 | if (applyForce) { 32 | if (rigidBody != null) 33 | rigidBody.AddForce(force, forceMode); 34 | else if (rigidBody2D != null) 35 | rigidBody2D.AddForce(force2D, forceMode2D); 36 | 37 | } 38 | } 39 | 40 | public void Movement(Vector2 force, ForceMode2D forceMode2D) { 41 | force2D = force; 42 | this.forceMode2D = forceMode2D; 43 | 44 | applyForce = true; 45 | } 46 | 47 | public void Movement(Vector3 force, ForceMode forceMode) { 48 | this.force = force; 49 | this.forceMode = forceMode; 50 | 51 | applyForce = true; 52 | } 53 | 54 | public void Movement(Vector2 speed) { 55 | applyForce = false; 56 | 57 | rigidBody2D.velocity = speed; 58 | } 59 | 60 | public void Movement(Vector3 speed) { 61 | applyForce = false; 62 | 63 | rigidBody.velocity = speed; 64 | } 65 | 66 | public void StopMovement() { 67 | if (rigidBody != null) 68 | rigidBody.velocity = Vector3.zero; 69 | 70 | if (rigidBody2D != null) 71 | rigidBody2D.velocity = Vector2.zero; 72 | 73 | applyForce = false; 74 | } 75 | } 76 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UltimateSpawner 2 | 3 |

4 | 5 | 6 | 7 | 8 | 9 |

10 | 11 | UltimateSpawner is a simple spawn system created for Unity projects. 12 | 13 | ![UltimateSpawner](Images/UltimateSpawner_overview.gif) 14 | 15 | ## Features 16 | - Choose SpawnMode 17 | - FixedTime 18 | - Progressive 19 | - RandomTime 20 | - External 21 | - Input 22 | - Choose SpawnPoint 23 | - Spawner Position 24 | - Fixed Position 25 | - Random SpawnPoints 26 | - Target Transform 27 | - Change spawned object's rotation 28 | - Quaternion.identity 29 | - Spawner Rotation 30 | - Custom Rotation 31 | - Object Current Rotation 32 | - Move the spawned object 33 | - 2D/3D 34 | - Rigidbody Velocity 35 | - Rigidbody AddForce 36 | - Built-in pooling system (With easy activation) 37 | - Built-in timer 38 | - Activate/Deactivate Debug Logs 39 | 40 | ## How to use it 41 | 42 | For more info please read the [Documentation](HOW-TO.md) 43 | 44 | 1. [Download the latest release](https://github.com/reneabreu/UltimateSpawner2D/releases) 45 | 2. Import the package inside your Unity Project 46 | 3. Play with the sample scenes (: 47 | 48 | ### Creating a Spawn Point 49 | 1. Choose the folder you want to create it 50 | 2. Right click inside it 51 | 3. Then Create > UltimateSpawner > Position to Spawn 52 | ![How to create a spawn point](Images/create-spawnpoint.png) 53 | 54 | ## Why UltimateSpawner? 55 | It's not like it is the best spawn system, but I was tired of creating a new spawn system for every new project I've started. So I created a spawn system with everything I need. With this in mind I hope I don't need to create another spawn system again. 56 | -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/Assets/UltimateSpawner/changelog.md: -------------------------------------------------------------------------------- 1 | v0.2.6-bugfix 2 | - Fixed US not adding USPoolObject script to new spawned object when increases the pool size 3 | 4 | v0.2.6 5 | - Created Spawned Event 6 | - Created latestSpawnedObject 7 | - Improved Pooling System! 8 | - Before spawn US checks if the pool is being used and if it was created (prevent errors if a pool is created during gameplay) 9 | - Before get next object in pool, check if the pool still exists 10 | - Fixed errors at the pooling system if a pool object was destroyed 11 | - If for some reason US is using pooling and poolMaxSize < poolSize we set poolMaxSize to poolSize + 1 to prevent errors 12 | - PoolObject script (for now it just alert the player that the object was destroyed) 13 | - Added Center as a screen based SpawnPoint 14 | - Changed namespace from UltimateSpawner to UltimateSpawnerSystem 15 | - Added help link 16 | - US now count spawns 17 | - Fixed errors caused by UltimateLog and USSetup.cs on build process 18 | - Improved gizmos to work with custom position 19 | - Created another vector3 to use with screenbased cases 20 | - Fixed error caused by not setting an enum outside editor 21 | 22 | v0.2.4 23 | - Fixed: A few spelling in editor 24 | - Fixed: Debug Logs 25 | - Added: A new Log System 26 | 27 | v0.2.3 28 | - Fixed: scene folders being imported at root folder 29 | - Fixed: spawn method creating a empty gameobject 30 | - Fixed: changing spawner to use pool in-game not creating pool 31 | - Fixed: movement first spawn not moving 32 | - Implemented: SpawnPoints can now be based on screen size 33 | - Added: Script icon 34 | - Changed: Gizmo icon 35 | 36 | v0.2.2 37 | - Fixed Custom Editor Errors 38 | - Now you can edit spawn 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m_MaskInteraction: 0 121 | -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/Assets/UltimateSpawner/Core/Scripts/SpawnPoint.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace UltimateSpawnerSystem { 6 | 7 | [CreateAssetMenu(fileName = "Spawn Point", menuName = "UltimateSpawner/Spawn Point")] 8 | public class SpawnPoint : ScriptableObject { 9 | 10 | public SpawnPointPosition positionType; 11 | 12 | public enum ScreenBased { 13 | TopLeft, 14 | Top, 15 | TopRight, 16 | Left, 17 | Center, 18 | Right, 19 | BottomLeft, 20 | Bottom, 21 | BottomRight 22 | } 23 | 24 | public ScreenBased screenBasedPosition; 25 | public Vector3 offset; 26 | public Vector3 vectorPosition; 27 | public Vector3 vectorPositionScreenBased; 28 | private Camera c; 29 | 30 | 31 | public Vector3 VectorPosition() { 32 | 33 | c = Camera.main; 34 | 35 | if (positionType == SpawnPointPosition.Vector3) 36 | return vectorPosition; 37 | 38 | if (positionType == SpawnPointPosition.ScreenBased2D) { 39 | if (screenBasedPosition == ScreenBased.TopLeft) { 40 | vectorPositionScreenBased = 41 | c.ScreenToWorldPoint(new Vector3(offset.x, c.pixelHeight + offset.y, offset.z)); 42 | vectorPositionScreenBased.z = 0 + offset.z; 43 | return vectorPositionScreenBased; 44 | } 45 | if (screenBasedPosition == ScreenBased.Top) { 46 | vectorPositionScreenBased = 47 | c.ScreenToWorldPoint(new Vector3(c.pixelWidth / 2 + offset.x, c.pixelHeight + offset.y, offset.z)); 48 | vectorPositionScreenBased.z = 0 + offset.z; 49 | return vectorPositionScreenBased; 50 | } 51 | if (screenBasedPosition == ScreenBased.TopRight) { 52 | vectorPositionScreenBased = 53 | c.ScreenToWorldPoint(new Vector3(c.pixelWidth + offset.x, c.pixelHeight + offset.y, offset.z)); 54 | vectorPositionScreenBased.z = 0 + offset.z; 55 | return vectorPositionScreenBased; 56 | } 57 | 58 | if (screenBasedPosition == ScreenBased.Left) { 59 | vectorPositionScreenBased = 60 | c.ScreenToWorldPoint(new Vector3(offset.x, c.pixelHeight/2 + offset.y, offset.z)); 61 | vectorPositionScreenBased.z = 0 + offset.z; 62 | return vectorPositionScreenBased; 63 | } 64 | 65 | if (screenBasedPosition == ScreenBased.Center) { 66 | vectorPositionScreenBased = 67 | c.ScreenToWorldPoint(new Vector3(c.pixelWidth / 2 + offset.x, c.pixelHeight/2 + offset.y, offset.z)); 68 | vectorPositionScreenBased.z = 0 + offset.z; 69 | return vectorPositionScreenBased; 70 | } 71 | 72 | if (screenBasedPosition == ScreenBased.Right) { 73 | vectorPositionScreenBased = 74 | c.ScreenToWorldPoint(new Vector3(c.pixelWidth + offset.x, c.pixelHeight/2 + offset.y, offset.z)); 75 | vectorPositionScreenBased.z = 0 + offset.z; 76 | return vectorPositionScreenBased; 77 | } 78 | 79 | if (screenBasedPosition == ScreenBased.BottomLeft) { 80 | vectorPositionScreenBased = 81 | c.ScreenToWorldPoint(new Vector3(offset.x, offset.y, offset.z)); 82 | vectorPositionScreenBased.z = 0 + offset.z; 83 | return vectorPositionScreenBased; 84 | } 85 | 86 | if (screenBasedPosition == ScreenBased.Bottom) { 87 | vectorPositionScreenBased = 88 | c.ScreenToWorldPoint(new Vector3(c.pixelWidth / 2 + offset.x, offset.y, offset.z)); 89 | vectorPositionScreenBased.z = 0 + offset.z; 90 | return vectorPositionScreenBased; 91 | } 92 | 93 | if (screenBasedPosition == ScreenBased.BottomRight) { 94 | vectorPositionScreenBased = 95 | c.ScreenToWorldPoint(new Vector3(c.pixelWidth + offset.x, offset.y, offset.z)); 96 | vectorPositionScreenBased.z = 0 + offset.z; 97 | return vectorPositionScreenBased; 98 | } 99 | } 100 | 101 | return vectorPosition; 102 | } 103 | } 104 | 105 | public enum SpawnPointPosition { 106 | Vector3, 107 | ScreenBased2D 108 | } 109 | 110 | } -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/Assets/UltimateSpawner/Core/Scripts/Editor/USSetup.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | using UnityEditor; 6 | 7 | namespace UltimateSpawnerSystem { 8 | 9 | public class USSetup { 10 | static List defaultEnums = new List{"Fixed", "RandomFixed", "RandomRange"}; 11 | static List defaultLists = new List{"SpawnPointEnum", "PositionEnum"}; 12 | 13 | // [MenuItem("Tools/UltimateSpawner/Create Enums File")] 14 | static void CreateBasicEnums() { 15 | 16 | string path = "Assets/UltimateSpawner/Core/Resources/ConfigFiles/EnumValues/"; 17 | string extension = ".asset"; 18 | 19 | foreach (var defaultEnum in defaultEnums) { 20 | if (AssetDatabase.LoadAssetAtPath(path + defaultEnum + extension, typeof(ScriptableUSEnum)) == null) { 21 | ScriptableUSEnum scriptableEnum = ScriptableObject.CreateInstance(); 22 | scriptableEnum.name = defaultEnum; 23 | AssetDatabase.CreateAsset(scriptableEnum, path + defaultEnum + extension); 24 | 25 | // Print the path of the created asset 26 | Debug.Log(AssetDatabase.GetAssetPath(scriptableEnum)); 27 | } 28 | } 29 | 30 | } 31 | 32 | static void CreateBasicLists() { 33 | 34 | string path = "Assets/UltimateSpawner/Core/Resources/ConfigFiles/EnumLists/"; 35 | string extension = ".asset"; 36 | 37 | foreach (var defaultList in defaultLists) { 38 | if (AssetDatabase.LoadAssetAtPath(path + defaultList + extension, typeof(ScriptableUSEnumList)) == null) { 39 | ScriptableUSEnumList defaultEnumList = ScriptableObject.CreateInstance(); 40 | defaultEnumList.name = defaultList; 41 | 42 | AssetDatabase.CreateAsset(defaultEnumList, path + defaultList + extension); 43 | 44 | // Print the path of the created asset 45 | Debug.Log(AssetDatabase.GetAssetPath(defaultEnumList)); 46 | } 47 | } 48 | 49 | } 50 | 51 | [MenuItem("Tools/UltimateSpawner/Restore Default Config")] 52 | static void RestoreDefaultConfig() { 53 | 54 | CreateBasicLists(); 55 | CreateBasicEnums(); 56 | 57 | // Get Lists 58 | string listsPath = "Assets/UltimateSpawner/Core/Resources/ConfigFiles/EnumLists/"; 59 | string extension = ".asset"; 60 | 61 | List lists = new List(); 62 | 63 | foreach (var defaultList in defaultLists) { 64 | 65 | lists.Add((ScriptableUSEnumList)AssetDatabase.LoadAssetAtPath(listsPath + defaultList + extension, typeof(ScriptableUSEnumList))); 66 | } 67 | 68 | // Get Enum 69 | string enumsPath = "Assets/UltimateSpawner/Core/Resources/ConfigFiles/EnumValues/"; 70 | 71 | List enumValues = new List(); 72 | 73 | foreach (var defaultEnum in defaultEnums) { 74 | enumValues.Add((ScriptableUSEnum)AssetDatabase.LoadAssetAtPath(enumsPath + defaultEnum + extension, typeof(ScriptableUSEnum))); 75 | 76 | } 77 | 78 | // Add each enum to each list 79 | for (int listIndex = 0; listIndex < lists.Count; listIndex++) { 80 | lists[listIndex].list = new List(); 81 | for (int enumIndex = 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-------------------------------------------------------------------------------- 1 | # How to use the UltimateSpawner? 2 | 3 | ## Summary 4 | 1. [Basic Settings](#basic-settings) 5 | 2. [Spawn Settings](#spawn-settings) 6 | * Fixed Time 7 | * Progressive Time 8 | * Random Time 9 | * External 10 | * Input 11 | 3. [Position Settings](#position-settings) 12 | * Spawner 13 | * Spawn Point 14 | * Position 15 | * Target Transform 16 | 4. [Rotation Settings](#rotation-settings) 17 | * Identity 18 | * Spawner 19 | * Custom 20 | * Object Own Rotation 21 | 5. [Movement Settings](#movement-settings) 22 | 6. [Pool Settings](#pool-settings) 23 | 24 | 25 | ## Basic Settings 26 | 27 | ![UltimateSpawner - Basic Settings](Images/Screenshots/basic-settings.png) 28 | 29 | In basic settings you have only two fields: 30 | - **Object to Spawn** - Here you select the prefab to be spawned 31 | - **Show Debug Log** - Toogle on/off debug.log messages 32 | 33 | ## Spawn Settings 34 | 35 | All the magic begins here! To start spawning objects in your game, you have to configure a few things. 36 | 37 | The first of them it's the **Spawn Mode**. I made simple spawn modes that I usually use in my games. And they are: Fixed Time, Progressive Time, Random Time, External, Input. Let's begin with... 38 | 39 | ### Fixed Time 40 | 41 | ![UltimateSpawner - Spawn Settings - Fixed Time](Images/Screenshots/spawn-settings-fixed-time.png) 42 | 43 | The Fixed Time mode will spawn the object in (belive me) a fixed amount of time. Remember to put te time in seconds, okay? 44 | 45 | When you choose this mode a new setting section shows up. It's the **Timer Settings** and here you can configure the time-based spawn modes. 46 | 47 | There are two new fields now: 48 | - **First Spawn Time** - Time in seconds until the spawner begins to spawn 49 | - **Seconds Between Spaws** - Time in seconds until next spawn 50 | 51 | I think it's really simple to understand, for example, you can set your first spawn to happen in 10 seconds and after that you can set it to spawn every 1 second. 52 | 53 | ### Progressive Time 54 | 55 | ![UltimateSpawner - Spawn Settings - Progressive Time](Images/Screenshots/spawn-settings-progressive-time.png) 56 | 57 | So, you think a fixed time won't be very useful to a game that gets harder through time, huh? No problem. Pregressive time is here to make things easier. (at least for you. Sorry players!) 58 | 59 | ~~I have to admit that I'm not happy with how this works, as soon as I can I will improve it's behaviour to make it's a cooler progressive time setup~~ 60 | 61 | Since we are working with a spawn mode based in time, you still have the **Timer Settings**, but the fields changed a little: 62 | 63 | - **First Spawn Time** - I already told you about this one, but I can say it again: Time in seconds until the spawner begins to spawn 64 | - **Starting Delay Between Spawns** - It's the time in seconds to repeat spawn 65 | - **Delay Modifier** - Time in seconds to reduce from the current delay time 66 | - **Delay Limit** - Time in seconds to use as minimum delay 67 | 68 | Let me explain a bit more. Let's make a impossible Flappy Bird. We can set the first pipe to spawn after 1 second, and then repeat every 1 second. And to make it a bit more interesting we can setup to reduce this repeat behaviour to decrease by .1f (10% of a sec) every spawn. But things can go really wrong, so it's better we setup a limit maybe .5f (half a second), because we don't really wan't it impossible, just really hard. >:D 69 | 70 | ### Random Time 71 | 72 | ![UltimateSpawner - Spawn Settings - Random Time](Images/Screenshots/spawn-settings-random-time.png) 73 | 74 | Last one of the timer settings, Random Time mode spawns in a random range. That simple! It brings just two new more fields: 75 | 76 | - **Minimum Time Between Spawns** - Time in seconds to use as a minimum value to the time range 77 | - **Maximum Time Between Spawns** - Time in seconds to use as a maximum value to the time range 78 | 79 | You have a Super Hyper Mega Ultra Rare Item and want it to spawn somewhere between 30 seconds and a minute? No problem. This option is for you! 80 | 81 | ### External 82 | 83 | ![UltimateSpawner - Spawn Settings - External](Images/Screenshots/spawn-settings-external.png) 84 | 85 | The external it's not fully implemented, but it'll leaves you an open door to call the spawn function outside the spawn script. It can be from another script or a button or a trigger. You choose. Just call the Spawn() method. 86 | 87 | ### Input 88 | 89 | ![UltimateSpawner - Spawn Settings - Input](Images/Screenshots/spawn-settings-input.png) 90 | 91 | For now it uses unity Keycode options(just for now). 92 | 93 | ## Position Settings 94 | 95 | Here you can setup the object's spawn position. 96 | 97 | ### Spawner Position 98 | 99 | ![UltimateSpawner - Position Settings - Spawner](Images/Screenshots/position-settings-spawner.png) 100 | 101 | The first option is to spawn it at UltimateSpawner current position 102 | 103 | ### Spawn Point 104 | 105 | I created spawn points as ScriptableObjects to make them simple to edit outside UltimateSpawner main script and to make them as reusable as possible. 106 | 107 | **How to create a SpawnPoint**: 108 | ![How to create a spawn point](Images/create-spawnpoint.png) 109 | 110 | Inside the desired folder just click with the right button and "Create/UltimateSpawner/SpawnPoint". It will create a new file .asset and you just have to put a name in it. 111 | 112 | **How to setup a SpawnPoint**: 113 | After created your spawnpoint you can setup it's type: 114 | 115 | ![UltimateSpawner - Spawn Point - Position Type](Images/Screenshots/spawnpoint-fixed.png) 116 | - **Position Type**: You setup it's X,Y,Z position 117 | 118 | ![UltimateSpawner - Spawn Point - Screen Based Type](Images/Screenshots/spawnpoint-screenbased-top.png) 119 | - **Screen Based**: You setup it's position based in a screen point (like in canvas) 120 | * **Screen Point**: This is the pivot point 121 | * **Offset**: You can setup a offset based on it's pivot point 122 | 123 | #### Fixed 124 | 125 | ![UltimateSpawner - Position Settings - Spawn Point Fixed](Images/Screenshots/position-settings-spawnpoint-fixed.png) 126 | 127 | Choose a fixed spawn point and UltimateSpawner will always spawn at this same spawn point. 128 | 129 | #### Random Fixed 130 | 131 | ![UltimateSpawner - Position Settings - Spawn Point Fixed](Images/Screenshots/position-settings-spawnpoint-randomfixed.png) 132 | 133 | Choose a few spawn points to make UltimateSpawner randomize between them. 134 | 135 | ### Position 136 | 137 | ![UltimateSpawner - Position Settings - Position](Images/Screenshots/position-settings-position.png) 138 | 139 | The Position Option let you setup each axis independently. There are a few options that can be applied to each of them: 140 | 141 | - **Fixed**: It'll remain the same position always 142 | - **Random Fixed**: You can setup a list of positions to make UltimateSpawner randomize between them 143 | - **Random Range**: Set a minimum and maximum value to make UltimateSpawner Randomize between a this range. 144 | 145 | ### Target Transform 146 | 147 | ![UltimateSpawner - Position Settings - Target Transform](Images/Screenshots/position-settings-targettransform.png) 148 | 149 | Choose a transform already in scene. 150 | 151 | 152 | ## Rotation Settings 153 | 154 | ### Identity 155 | 156 | ![UltimateSpawner - Rotation Settings - Identity](Images/Screenshots/rotation-settings-identity.png) 157 | 158 | Makes the spawned object's rotation (0,0,0). 159 | 160 | ### Spawner Rotation 161 | 162 | ![UltimateSpawner - Rotation Settings - Spawner Rotation](Images/Screenshots/rotation-settings-spawner.png) 163 | 164 | The spawned object will use the UltimateSpawner's rotation. 165 | 166 | ### Custom 167 | 168 | ![UltimateSpawner - Rotation Settings - Custom](Images/Screenshots/rotation-settings-custom.png) 169 | 170 | You can setup a custom (X,Y,Z). (It's simple for now, but will be improved soon!) 171 | 172 | ### Object Own Rotation 173 | 174 | ![UltimateSpawner - Rotation Settings - Object Own Rotation](Images/Screenshots/rotation-settings-object-own-rotation.png) 175 | 176 | The prefab already have it's rotation setted up? No problem! Just use it's own rotation. 177 | 178 | ## Movement Settings 179 | 180 | The Movement Behaviour is still under testing, I made it as a first attempt to expand UltimateSpawner to use plugins. It's not as I expected, but it's working ~~kinda~~. Also have plans to improve it soon. 181 | 182 | If you want to test it, no problem. It works like this: 183 | 184 | You configure it as you want, and UltimateSpawner will add a plugin script to the object during spawn. This plugin script checks for a rigidbody or a rigidbody2D. Don't forget to add it to your object 185 | 186 | ### None 187 | 188 | ![UltimateSpawner - Movement Settings - None](Images/Screenshots/movement-settings-none.png) 189 | 190 | As it says, you don't apply any movement in the spawned object. 191 | 192 | ### Force 193 | 194 | ![UltimateSpawner - Movement Settings - Force](Images/Screenshots/movement-settings-force.png) 195 | 196 | You apply a movement based in ForceMode and ForceMode2D. 197 | 198 | ### Velocity 199 | 200 | ![UltimateSpawner - Movement Settings - Velocity](Images/Screenshots/movement-settings-velocity.png) 201 | 202 | You apply a velocity to the spawned object. 203 | 204 | ## Pool Settings 205 | 206 | **What is Object Pooling?** 207 | > The object pool pattern is a software creational design pattern that uses a set of initialized objects kept ready to use – a "pool" – rather than allocating and destroying them on demand. A client of the pool will request an object from the pool and perform operations on the returned object. When the client has finished, it returns the object to the pool rather than destroying it; this can be done manually or automatically. 208 | > — Wikipedia 209 | 210 | Now that we know what is object pooling, here is a simple object pooling based on Unity's object pooling tutorial. 211 | 212 | ![UltimateSpawner - Pool Settings](Images/Screenshots/pool-settings.png) 213 | 214 | If you toggle the Pool System on it will bring you a new field and a new toggle switch. 215 | 216 | - **Pool Size** - Here you can setup the pool size. It means, the quantity of instantiated objects you will use in game. 217 | - **Can Increase Pool Size?** - If your pool is not big enough, no problem. Toggle this on and it'll increase the pool size if necessary 218 | 219 | ![UltimateSpawner - Pool Settings - Increase Pool](Images/Screenshots/pool-settings-increase-pool.png) 220 | 221 | When you select to increase the pool size it brings you a new field: 222 | 223 | - **Pool Maximum Size** - The UltimateSpawner will increase the pool size until it reaches the max size. 224 | -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/Assets/UltimateSpawner/Examples/Scenes/Movement.unity: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!29 &1 4 | OcclusionCullingSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_OcclusionBakeSettings: 8 | smallestOccluder: 5 9 | smallestHole: 0.25 10 | backfaceThreshold: 100 11 | m_SceneGUID: 00000000000000000000000000000000 12 | m_OcclusionCullingData: {fileID: 0} 13 | --- !u!104 &2 14 | 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m_PortalFolderPath: 595 | luminCert: 596 | m_CertPath: 597 | m_PrivateKeyPath: 598 | luminIsChannelApp: 0 599 | luminVersion: 600 | m_VersionCode: 1 601 | m_VersionName: 602 | facebookSdkVersion: 7.9.4 603 | facebookAppId: 604 | facebookCookies: 1 605 | facebookLogging: 1 606 | facebookStatus: 1 607 | facebookXfbml: 0 608 | facebookFrictionlessRequests: 1 609 | apiCompatibilityLevel: 2 610 | cloudProjectId: 611 | framebufferDepthMemorylessMode: 0 612 | projectName: Template_2D 613 | organizationId: 614 | cloudEnabled: 0 615 | enableNativePlatformBackendsForNewInputSystem: 0 616 | disableOldInputManagerSupport: 0 617 | legacyClampBlendShapeWeights: 1 618 | -------------------------------------------------------------------------------- /Project/UltimateSpawner2D/Assets/UltimateSpawner/Core/Scripts/Editor/UltimateSpawnerEditor.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEditor; 5 | using UnityEditor.SceneManagement; 6 | using UnityEngine.SceneManagement; 7 | using UnityEditorInternal; 8 | 9 | namespace UltimateSpawnerSystem { 10 | [CustomEditor(typeof(UltimateSpawner))] 11 | public class UltimateSpawnerEditor : Editor { 12 | 13 | private UltimateSpawner ultimateSpawner; 14 | 15 | // SerializedProperty spawnPointsList; 16 | // // Position Lists 17 | // SerializedProperty randomFixedX; 18 | // SerializedProperty randomFixedY; 19 | // SerializedProperty randomFixedZ; 20 | 21 | private ScriptableUSEnum Fixed, RandomFixed, RandomRange; 22 | 23 | void OnEnable() { 24 | Fixed = Resources.Load("ConfigFiles/EnumValues/Fixed"); 25 | RandomFixed = Resources.Load("ConfigFiles/EnumValues/RandomFixed"); 26 | RandomRange = Resources.Load("ConfigFiles/EnumValues/RandomRange"); 27 | 28 | } 29 | 30 | public override void OnInspectorGUI() { 31 | 32 | ultimateSpawner = (UltimateSpawner) target; 33 | 34 | serializedObject.Update(); 35 | 36 | GUILayout.Label("Basic Settings", EditorStyles.boldLabel); 37 | 38 | // EditorGUILayout.PropertyField(background, new GUIContent("Background Color")); 39 | 40 | ultimateSpawner.objectToSpawn = (GameObject) EditorGUILayout.ObjectField("Object to Spawn", 41 | ultimateSpawner.objectToSpawn, typeof(GameObject), true); 42 | ultimateSpawner.spawnActive = EditorGUILayout.Toggle("Spawn Object Active In Scene", ultimateSpawner.spawnActive); 43 | 44 | 45 | GUILayout.Space(10); 46 | 47 | ultimateSpawner.ShowDebugMessages = EditorGUILayout.Toggle("Show Debug Log?", ultimateSpawner.ShowDebugMessages); 48 | 49 | // Line Divider 50 | GUILayout.Box("", new GUILayoutOption[] {GUILayout.ExpandWidth(true), GUILayout.Height(1)}); 51 | GUILayout.Space(5); 52 | 53 | GUILayout.Label("Spawn Settings", EditorStyles.boldLabel); 54 | ultimateSpawner.spawnMode = 55 | (SpawnMode) EditorGUILayout.EnumPopup("Spawn Mode", ultimateSpawner.spawnMode); 56 | 57 | if (ultimateSpawner.spawnMode == SpawnMode.Input) { 58 | 59 | GUILayout.Space(10); 60 | 61 | GUILayout.Label("Input Settings", EditorStyles.boldLabel); 62 | 63 | ultimateSpawner.inputKeyCode = 64 | (KeyCode) EditorGUILayout.EnumPopup("Input KeyCode", ultimateSpawner.inputKeyCode); 65 | 66 | // Line Divider 67 | GUILayout.Box("", new GUILayoutOption[] {GUILayout.ExpandWidth(true), GUILayout.Height(1)}); 68 | } else if (ultimateSpawner.spawnMode == SpawnMode.External) { 69 | 70 | EditorGUILayout.HelpBox("Currently you can call the public method Spawn() from another script", MessageType.Info, true); 71 | 72 | // Line Divider 73 | GUILayout.Box("", new GUILayoutOption[] {GUILayout.ExpandWidth(true), GUILayout.Height(1)}); 74 | 75 | } else { 76 | ShowTimerSettings(); 77 | } 78 | 79 | ShowPositionSettings(); 80 | 81 | ShowRotationSettings(); 82 | 83 | ShowMovementSettings(); 84 | 85 | ShowPoolSettings(); 86 | 87 | // EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene()); 88 | 89 | // EditorFix.SetObjectDirty(ultimateSpawner); 90 | 91 | serializedObject.ApplyModifiedProperties(); 92 | 93 | // Little Fix to Set Scene Dirty if anything has changed 94 | if (GUI.changed && !Application.isPlaying) { 95 | EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene()); 96 | } 97 | } 98 | 99 | void ShowPoolSettings() { 100 | 101 | GUILayout.Space(5); 102 | GUILayout.Label("Pool Settings", EditorStyles.boldLabel); 103 | 104 | ultimateSpawner.usePoolSystem = EditorGUILayout.Toggle("Use Pooling System?", ultimateSpawner.usePoolSystem); 105 | if (ultimateSpawner.usePoolSystem) { 106 | 107 | GUILayout.Space(10); 108 | 109 | ultimateSpawner.poolSize = EditorGUILayout.IntField("Pool Size", ultimateSpawner.poolSize); 110 | 111 | ultimateSpawner.canIncreasePoolSize = 112 | EditorGUILayout.Toggle("Can increase pool size?", ultimateSpawner.canIncreasePoolSize); 113 | 114 | if (ultimateSpawner.poolMaxSize < ultimateSpawner.poolSize) 115 | ultimateSpawner.poolMaxSize = ultimateSpawner.poolSize + 1; 116 | 117 | if (ultimateSpawner.canIncreasePoolSize) 118 | ultimateSpawner.poolMaxSize = EditorGUILayout.IntField("Pool Maximum Size", ultimateSpawner.poolMaxSize); 119 | 120 | } 121 | } 122 | 123 | void ShowTimerSettings() { 124 | GUILayout.Space(10); 125 | 126 | GUILayout.Label("Timer Settings", EditorStyles.boldLabel); 127 | 128 | ultimateSpawner.firstSpawnTime = EditorGUILayout.FloatField("First Spawn Time", ultimateSpawner.firstSpawnTime); 129 | 130 | GUILayout.Space(5); 131 | 132 | 133 | if (ultimateSpawner.spawnMode == SpawnMode.FixedTime) { 134 | GUILayout.Label("Fixed Time Settings"); 135 | ultimateSpawner.fixedDelayBetweenSpawns = EditorGUILayout.FloatField("Seconds Between Spawns", ultimateSpawner.fixedDelayBetweenSpawns); 136 | 137 | } else if (ultimateSpawner.spawnMode == SpawnMode.RandomTime) { 138 | GUILayout.Label("Random Time Settings"); 139 | ultimateSpawner.minDelayBetweenSpawns = EditorGUILayout.FloatField("Min Time Between Spawns", ultimateSpawner.minDelayBetweenSpawns); 140 | ultimateSpawner.maxDelayBetweenSpawns = EditorGUILayout.FloatField("Max Time Between Spawns", ultimateSpawner.maxDelayBetweenSpawns); 141 | 142 | } else if (ultimateSpawner.spawnMode == SpawnMode.ProgressiveTime) { 143 | GUILayout.Label("Progressive Time Settings"); 144 | ultimateSpawner.startingDelayBetweenSpawns = EditorGUILayout.FloatField("Starting Delay Between Spawns", ultimateSpawner.startingDelayBetweenSpawns); 145 | ultimateSpawner.delayModifier = EditorGUILayout.FloatField("Delay Modifier", ultimateSpawner.delayModifier); 146 | ultimateSpawner.progressiveDelayLimit = EditorGUILayout.FloatField("Delay Limit", ultimateSpawner.progressiveDelayLimit); 147 | 148 | if (ultimateSpawner.progressiveDelayLimit <= 0) 149 | ultimateSpawner.progressiveDelayLimit = 0; 150 | } 151 | 152 | // Line Divider 153 | GUILayout.Box("", new GUILayoutOption[] {GUILayout.ExpandWidth(true), GUILayout.Height(1)}); 154 | } 155 | 156 | string[] spawnPointStrings, positionStrings; 157 | 158 | bool showX, showY, showZ; 159 | 160 | void ShowPositionSettings() { 161 | 162 | var spawnPointsList = serializedObject.FindProperty("randomSpawnPoints"); 163 | var randomFixedX = serializedObject.FindProperty("randomFixedX"); 164 | var randomFixedY = serializedObject.FindProperty("randomFixedY"); 165 | var randomFixedZ = serializedObject.FindProperty("randomFixedZ"); 166 | 167 | GUILayout.Space(5); 168 | 169 | GUILayout.Label("Position Settings", EditorStyles.boldLabel); 170 | ultimateSpawner.raycastPositionAssist = EditorGUILayout.Toggle("Raycast Position Assist", ultimateSpawner.raycastPositionAssist); 171 | ultimateSpawner.raycastAssistLayerMask = EditorGUILayout.MaskField("Assist LayerMask" ,InternalEditorUtility.LayerMaskToConcatenatedLayersMask(ultimateSpawner.raycastAssistLayerMask), InternalEditorUtility.layers); 172 | 173 | 174 | ultimateSpawner.spawnAt = 175 | (SpawnAt) EditorGUILayout.EnumPopup("Spawn At", ultimateSpawner.spawnAt); 176 | 177 | if (ultimateSpawner.spawnAt == SpawnAt.SpawnPoint || ultimateSpawner.spawnAt == SpawnAt.Position) 178 | ultimateSpawner.showGizmos = EditorGUILayout.Toggle("Show Gizmos?", ultimateSpawner.showGizmos); 179 | 180 | if (ultimateSpawner.spawnAt == SpawnAt.SpawnPoint) { 181 | 182 | if (ultimateSpawner.spawnPointEnum != null) { 183 | 184 | spawnPointStrings = new string[ultimateSpawner.spawnPointEnum.list.Count]; 185 | for (int i = 0; i < ultimateSpawner.spawnPointEnum.list.Count; i++) { 186 | spawnPointStrings[i] = ultimateSpawner.spawnPointEnum.list[i].name; 187 | } 188 | 189 | GUILayout.Space(10); 190 | 191 | GUILayout.Label("SpawnPoint Settings", EditorStyles.boldLabel); 192 | ultimateSpawner.selectedSpawnPointEnum = EditorGUILayout.Popup("SpawnPoint Type",ultimateSpawner.selectedSpawnPointEnum, spawnPointStrings); 193 | } 194 | else { 195 | ultimateSpawner.SetEnum(); 196 | } 197 | 198 | 199 | 200 | if (ultimateSpawner.spawnPointEnum.list[ultimateSpawner.selectedSpawnPointEnum] == Fixed) { 201 | 202 | ultimateSpawner.fixedSpawnPoint = (SpawnPoint) EditorGUILayout.ObjectField("Fixed Spawn Point", 203 | ultimateSpawner.fixedSpawnPoint, typeof(SpawnPoint), true); 204 | } else if (ultimateSpawner.spawnPointEnum.list[ultimateSpawner.selectedSpawnPointEnum] == RandomFixed) { 205 | 206 | EditorGUILayout.PropertyField(spawnPointsList, new GUIContent("Random Spawn Points")); 207 | 208 | // List 209 | EditorGUI.indentLevel += 1; 210 | if (spawnPointsList.isExpanded) { 211 | EditorGUILayout.PropertyField(spawnPointsList.FindPropertyRelative("Array.size")); 212 | for (int i = 0; i < spawnPointsList.arraySize; i++) { 213 | EditorGUILayout.PropertyField(spawnPointsList.GetArrayElementAtIndex(i)); 214 | } 215 | } 216 | spawnPointsList.serializedObject.ApplyModifiedProperties(); 217 | EditorGUI.indentLevel -= 1; 218 | 219 | } 220 | 221 | } else if (ultimateSpawner.spawnAt == SpawnAt.Position) { 222 | 223 | GUILayout.Space(10); 224 | 225 | GUILayout.Label("Position Settings", EditorStyles.boldLabel); 226 | 227 | // X 228 | showX = EditorGUILayout.Foldout(showX, "X Setup"); 229 | if (showX) { 230 | 231 | if (ultimateSpawner.positionEnum != null) { 232 | 233 | positionStrings = new string[ultimateSpawner.positionEnum.list.Count]; 234 | for (int i = 0; i < ultimateSpawner.positionEnum.list.Count; i++) { 235 | positionStrings[i] = ultimateSpawner.positionEnum.list[i].name; 236 | } 237 | 238 | ultimateSpawner.selectedXEnum = EditorGUILayout.Popup("X Type", ultimateSpawner.selectedXEnum, positionStrings); 239 | } 240 | else { 241 | ultimateSpawner.SetEnum(); 242 | } 243 | 244 | if (ultimateSpawner.positionEnum.list[ultimateSpawner.selectedXEnum] == Fixed) 245 | ultimateSpawner.fixedX = EditorGUILayout.FloatField("Fixed X Position", ultimateSpawner.fixedX); 246 | else if (ultimateSpawner.positionEnum.list[ultimateSpawner.selectedXEnum] == RandomFixed) { 247 | EditorGUI.indentLevel += 1; 248 | EditorGUILayout.PropertyField(randomFixedX, new GUIContent("Random Fixed X")); 249 | // List 250 | EditorGUI.indentLevel += 1; 251 | if (randomFixedX.isExpanded) { 252 | EditorGUILayout.PropertyField(randomFixedX.FindPropertyRelative("Array.size")); 253 | for (int i = 0; i < randomFixedX.arraySize; i++) { 254 | EditorGUILayout.PropertyField(randomFixedX.GetArrayElementAtIndex(i)); 255 | } 256 | } 257 | randomFixedX.serializedObject.ApplyModifiedProperties(); 258 | 259 | EditorGUI.indentLevel -= 1; 260 | EditorGUI.indentLevel -= 1; 261 | 262 | } 263 | else if (ultimateSpawner.positionEnum.list[ultimateSpawner.selectedXEnum] == RandomRange) { 264 | 265 | EditorGUILayout.BeginHorizontal(); 266 | GUILayout.Label("X Random Range"); 267 | EditorGUIUtility.labelWidth = 30f; 268 | ultimateSpawner.randomRangeMinX = EditorGUILayout.FloatField("Min", ultimateSpawner.randomRangeMinX); 269 | ultimateSpawner.randomRangeMaxX = EditorGUILayout.FloatField("Max", ultimateSpawner.randomRangeMaxX); 270 | EditorGUIUtility.labelWidth = 0f; 271 | EditorGUILayout.EndHorizontal(); 272 | 273 | } 274 | } 275 | 276 | // Y 277 | showY = EditorGUILayout.Foldout(showY, "Y Setup"); 278 | if (showY) { 279 | 280 | if (ultimateSpawner.positionEnum != null) { 281 | 282 | positionStrings = new string[ultimateSpawner.positionEnum.list.Count]; 283 | for (int i = 0; i < ultimateSpawner.positionEnum.list.Count; i++) { 284 | positionStrings[i] = ultimateSpawner.positionEnum.list[i].name; 285 | } 286 | 287 | ultimateSpawner.selectedYEnum = EditorGUILayout.Popup("Y Type", ultimateSpawner.selectedYEnum, positionStrings); 288 | } 289 | else { 290 | ultimateSpawner.SetEnum(); 291 | } 292 | 293 | if (ultimateSpawner.positionEnum.list[ultimateSpawner.selectedYEnum] == Fixed) 294 | ultimateSpawner.fixedY = EditorGUILayout.FloatField("Fixed Y Position", ultimateSpawner.fixedY); 295 | else if (ultimateSpawner.positionEnum.list[ultimateSpawner.selectedYEnum] == RandomFixed) { 296 | EditorGUI.indentLevel += 1; 297 | EditorGUILayout.PropertyField(randomFixedY, new GUIContent("Random Fixed Y")); 298 | // List 299 | EditorGUI.indentLevel += 1; 300 | if (randomFixedY.isExpanded) { 301 | EditorGUILayout.PropertyField(randomFixedY.FindPropertyRelative("Array.size")); 302 | for (int i = 0; i < randomFixedY.arraySize; i++) { 303 | EditorGUILayout.PropertyField(randomFixedY.GetArrayElementAtIndex(i)); 304 | } 305 | } 306 | randomFixedY.serializedObject.ApplyModifiedProperties(); 307 | 308 | EditorGUI.indentLevel -= 1; 309 | EditorGUI.indentLevel -= 1; 310 | 311 | } 312 | else if (ultimateSpawner.positionEnum.list[ultimateSpawner.selectedYEnum] == RandomRange) { 313 | 314 | EditorGUILayout.BeginHorizontal(); 315 | GUILayout.Label("Y Random Range"); 316 | EditorGUIUtility.labelWidth = 30f; 317 | ultimateSpawner.randomRangeMinY = EditorGUILayout.FloatField("Min", ultimateSpawner.randomRangeMinY); 318 | ultimateSpawner.randomRangeMaxY = EditorGUILayout.FloatField("Max", ultimateSpawner.randomRangeMaxY); 319 | EditorGUIUtility.labelWidth = 0f; 320 | EditorGUILayout.EndHorizontal(); 321 | 322 | } 323 | 324 | } 325 | 326 | // Z 327 | showZ = EditorGUILayout.Foldout(showZ, "Z Setup"); 328 | if (showZ) { 329 | 330 | if (ultimateSpawner.positionEnum != null) { 331 | 332 | positionStrings = new string[ultimateSpawner.positionEnum.list.Count]; 333 | for (int i = 0; i < ultimateSpawner.positionEnum.list.Count; i++) { 334 | positionStrings[i] = ultimateSpawner.positionEnum.list[i].name; 335 | } 336 | 337 | ultimateSpawner.selectedZEnum = EditorGUILayout.Popup("Z Type",ultimateSpawner.selectedZEnum, positionStrings); 338 | } 339 | else { 340 | ultimateSpawner.SetEnum(); 341 | } 342 | 343 | if(ultimateSpawner.positionEnum.list[ultimateSpawner.selectedZEnum] == Fixed) 344 | ultimateSpawner.fixedZ = EditorGUILayout.FloatField("Fixed Z Position", ultimateSpawner.fixedZ); 345 | else if (ultimateSpawner.positionEnum.list[ultimateSpawner.selectedXEnum] == RandomFixed) { 346 | EditorGUI.indentLevel += 1; 347 | EditorGUILayout.PropertyField(randomFixedZ, new GUIContent("Random Fixed Z")); 348 | // List 349 | EditorGUI.indentLevel += 1; 350 | if (randomFixedZ.isExpanded) { 351 | EditorGUILayout.PropertyField(randomFixedZ.FindPropertyRelative("Array.size")); 352 | for (int i = 0; i < randomFixedZ.arraySize; i++) { 353 | EditorGUILayout.PropertyField(randomFixedZ.GetArrayElementAtIndex(i)); 354 | } 355 | } 356 | randomFixedY.serializedObject.ApplyModifiedProperties(); 357 | 358 | EditorGUI.indentLevel -= 1; 359 | EditorGUI.indentLevel -= 1; 360 | 361 | } else if (ultimateSpawner.positionEnum.list[ultimateSpawner.selectedZEnum] == RandomRange) { 362 | 363 | EditorGUILayout.BeginHorizontal(); 364 | GUILayout.Label("Z Random Range"); 365 | EditorGUIUtility.labelWidth = 30f; 366 | ultimateSpawner.randomRangeMinZ = EditorGUILayout.FloatField("Min", ultimateSpawner.randomRangeMinZ); 367 | ultimateSpawner.randomRangeMaxZ = EditorGUILayout.FloatField("Max", ultimateSpawner.randomRangeMaxZ); 368 | EditorGUIUtility.labelWidth = 0f; 369 | EditorGUILayout.EndHorizontal(); 370 | 371 | } 372 | 373 | } 374 | 375 | } else if (ultimateSpawner.spawnAt == SpawnAt.TargetTransform) { 376 | GUILayout.Label("Transform Spawn Point"); 377 | 378 | ultimateSpawner.targetTransform = (Transform) EditorGUILayout.ObjectField("Spawn Point", 379 | ultimateSpawner.targetTransform, typeof(Transform), true); 380 | 381 | } else if (ultimateSpawner.spawnAt == SpawnAt.Spawner) { 382 | EditorGUILayout.HelpBox("The object will spawn at UltimateSpawner's position", MessageType.Info, true); 383 | } 384 | 385 | 386 | // Line Divider 387 | GUILayout.Box("", new GUILayoutOption[] {GUILayout.ExpandWidth(true), GUILayout.Height(1)}); 388 | 389 | // spawnPointsList.serializedObject.Update(); 390 | // randomFixedX.serializedObject.Update(); 391 | // randomFixedY.serializedObject.Update(); 392 | // randomFixedZ.serializedObject.Update(); 393 | } 394 | 395 | void ShowRotationSettings() { 396 | 397 | GUILayout.Space(5); 398 | 399 | GUILayout.Label("Rotation Settings", EditorStyles.boldLabel); 400 | 401 | ultimateSpawner.spawnRotation = 402 | (SpawnRotation) EditorGUILayout.EnumPopup("Spawn Rotation", ultimateSpawner.spawnRotation); 403 | 404 | if (ultimateSpawner.spawnRotation == SpawnRotation.Identity) { 405 | EditorGUILayout.HelpBox("The object will spawn with a rotation equals Quaternion.identity", MessageType.Info, true); 406 | } else if (ultimateSpawner.spawnRotation == SpawnRotation.ObjectOwnRotation) { 407 | EditorGUILayout.HelpBox("The object will spawn with it's current rotation", MessageType.Info, true); 408 | } else if (ultimateSpawner.spawnRotation == SpawnRotation.Spawner) { 409 | EditorGUILayout.HelpBox("The object will spawn with the spawner's rotation ", MessageType.Info, true); 410 | } else if (ultimateSpawner.spawnRotation == SpawnRotation.Custom) { 411 | EditorGUILayout.BeginHorizontal(); 412 | GUILayout.Label("Custom Rotation"); 413 | 414 | EditorGUIUtility.labelWidth = 15f; 415 | ultimateSpawner.customRotationX = EditorGUILayout.FloatField("X", ultimateSpawner.customRotationX); 416 | ultimateSpawner.customRotationY = EditorGUILayout.FloatField("Y", ultimateSpawner.customRotationY); 417 | ultimateSpawner.customRotationZ = EditorGUILayout.FloatField("Z", ultimateSpawner.customRotationZ); 418 | EditorGUIUtility.labelWidth = 0f; 419 | 420 | EditorGUILayout.EndHorizontal(); 421 | } 422 | 423 | // Line Divider 424 | GUILayout.Box("", new GUILayoutOption[] {GUILayout.ExpandWidth(true), GUILayout.Height(1)}); 425 | } 426 | 427 | void ShowMovementSettings() { 428 | 429 | GUILayout.Space(5); 430 | 431 | GUILayout.Label("Movement Settings", EditorStyles.boldLabel); 432 | 433 | ultimateSpawner.movementType = 434 | (MovementType) EditorGUILayout.EnumPopup("Movement Type", ultimateSpawner.movementType); 435 | 436 | if (ultimateSpawner.movementType != MovementType.None){ 437 | GUILayout.Space(10); 438 | 439 | ultimateSpawner.objectType = 440 | (ObjectType) EditorGUILayout.EnumPopup("Object is", ultimateSpawner.objectType); 441 | } 442 | if (ultimateSpawner.movementType == MovementType.Force) { 443 | 444 | if (ultimateSpawner.objectType == ObjectType._2D) { 445 | ultimateSpawner.forceMode2D = 446 | (ForceMode2D) EditorGUILayout.EnumPopup("Force Mode", ultimateSpawner.forceMode2D); 447 | 448 | ultimateSpawner.force2D = EditorGUILayout.Vector2Field("Force", ultimateSpawner.force2D); 449 | } 450 | else { 451 | ultimateSpawner.forceMode = 452 | (ForceMode) EditorGUILayout.EnumPopup("Force Mode", ultimateSpawner.forceMode); 453 | 454 | ultimateSpawner.force3D = EditorGUILayout.Vector3Field("Force", ultimateSpawner.force3D); 455 | } 456 | 457 | 458 | } else if (ultimateSpawner.movementType == MovementType.Velocity) { 459 | if (ultimateSpawner.objectType == ObjectType._2D) { 460 | 461 | ultimateSpawner.velocity2D = EditorGUILayout.Vector2Field("Velocity", ultimateSpawner.velocity2D); 462 | } 463 | else { 464 | 465 | ultimateSpawner.velocity3D = EditorGUILayout.Vector3Field("Velocity", ultimateSpawner.velocity3D); 466 | 467 | } 468 | } 469 | 470 | // Line Divider 471 | GUILayout.Box("", new GUILayoutOption[] {GUILayout.ExpandWidth(true), GUILayout.Height(1)}); 472 | } 473 | 474 | public static LayerMask LayerMaskField (string label, LayerMask selected) { 475 | return LayerMaskField (label,selected,true); 476 | } 477 | 478 | public static LayerMask LayerMaskField (string label, LayerMask selected, bool showSpecial) { 479 | 480 | List layers = new List(); 481 | List layerNumbers = new List(); 482 | 483 | string selectedLayers = ""; 484 | 485 | for (int i=0;i<32;i++) { 486 | 487 | string layerName = LayerMask.LayerToName (i); 488 | 489 | if (layerName != "") { 490 | if (selected == (selected | (1 << i))) { 491 | 492 | if (selectedLayers == "") { 493 | selectedLayers = layerName; 494 | } else { 495 | selectedLayers = "Mixed"; 496 | } 497 | } 498 | } 499 | } 500 | 501 | EventType lastEvent = Event.current.type; 502 | 503 | if (Event.current.type != EventType.MouseDown && Event.current.type != EventType.ExecuteCommand) { 504 | if (selected.value == 0) { 505 | layers.Add ("Nothing"); 506 | } else if (selected.value == -1) { 507 | layers.Add ("Everything"); 508 | } else { 509 | layers.Add (selectedLayers); 510 | } 511 | layerNumbers.Add (-1); 512 | } 513 | 514 | if (showSpecial) { 515 | layers.Add ((selected.value == 0 ? "[X] " : " ") + "Nothing"); 516 | layerNumbers.Add (-2); 517 | 518 | layers.Add ((selected.value == -1 ? "[X] " : " ") + "Everything"); 519 | layerNumbers.Add (-3); 520 | } 521 | 522 | for (int i=0;i<32;i++) { 523 | 524 | string layerName = LayerMask.LayerToName (i); 525 | 526 | if (layerName != "") { 527 | if (selected == (selected | (1 << i))) { 528 | layers.Add ("[X] "+layerName); 529 | } else { 530 | layers.Add (" "+layerName); 531 | } 532 | layerNumbers.Add (i); 533 | } 534 | } 535 | 536 | bool preChange = GUI.changed; 537 | 538 | GUI.changed = false; 539 | 540 | int newSelected = 0; 541 | 542 | if (Event.current.type == EventType.MouseDown) { 543 | newSelected = -1; 544 | } 545 | 546 | newSelected = EditorGUILayout.Popup (label,newSelected,layers.ToArray(),EditorStyles.layerMaskField); 547 | 548 | if (GUI.changed && newSelected >= 0) { 549 | //newSelected -= 1; 550 | 551 | Debug.Log (lastEvent +" "+newSelected + " "+layerNumbers[newSelected]); 552 | 553 | if (showSpecial && newSelected == 0) { 554 | selected = 0; 555 | } else if (showSpecial && newSelected == 1) { 556 | selected = -1; 557 | } else { 558 | 559 | if (selected == (selected | (1 << layerNumbers[newSelected]))) { 560 | selected &= ~(1 << layerNumbers[newSelected]); 561 | //Debug.Log ("Set Layer "+LayerMask.LayerToName (LayerNumbers[newSelected]) + " To False "+selected.value); 562 | } else { 563 | //Debug.Log ("Set Layer "+LayerMask.LayerToName (LayerNumbers[newSelected]) + " To True "+selected.value); 564 | selected = selected | (1 << layerNumbers[newSelected]); 565 | } 566 | } 567 | } else { 568 | GUI.changed = preChange; 569 | } 570 | 571 | return selected; 572 | } 573 | } 574 | } 575 | --------------------------------------------------------------------------------