46 lines
1.5 KiB
C#
46 lines
1.5 KiB
C#
|
|
namespace DanieleMarotta.RiversongCodeShowcase
|
|
{
|
|
[GameSystemGroup(typeof(DayOnlyAgentSpawnSystemsGroup))]
|
|
public class HunterSpawnSystem : GameSystem, IUpdatable
|
|
{
|
|
[InjectService]
|
|
private GameConfig _config;
|
|
|
|
[InjectService]
|
|
private IEntityCache _entityCache;
|
|
|
|
[InjectService]
|
|
private ITileSpace _tileSpace;
|
|
|
|
[InjectService]
|
|
private IAgentFactory _agentFactory;
|
|
|
|
public HunterSpawnSystem(IServiceLocator serviceLocator) : base(serviceLocator)
|
|
{
|
|
}
|
|
|
|
public void Update()
|
|
{
|
|
var agentDefinition = (AgentDefinition)_config.Agents.HunterAgent.Asset;
|
|
|
|
foreach (var hunterBuilding in _entityCache.GetHunterBuildings()) SpawnHunterAgent(hunterBuilding, agentDefinition);
|
|
}
|
|
|
|
private void SpawnHunterAgent(Building hunterBuilding, AgentDefinition agentDefinition)
|
|
{
|
|
if (!_agentFactory.CanSpawnAgent(hunterBuilding, 1, AgentJob.Hunter)) return;
|
|
|
|
var position = _tileSpace.TileToWorld(hunterBuilding.Rect.Center);
|
|
var critterId = hunterBuilding.Definition.TargetCritter.RuntimeId;
|
|
|
|
var agent = _agentFactory.CreateVillager(agentDefinition, hunterBuilding, position, AgentJob.Hunter);
|
|
|
|
ref var jobState = ref agent.GetJobStateRW();
|
|
jobState.StateMachineStep = AgentStateMachineStep.Hunter_SeekingPrey;
|
|
|
|
IntentQueue.SeekPrey(ref agent.GetIntentQueueRW(), critterId, hunterBuilding.Definition.Range);
|
|
}
|
|
}
|
|
}
|