import { _decorator, CCFloat, Component, Node, Prefab, randomRangeInt } from 'cc'; import ObjectPool from '../Pool/ObjectPool'; import { ScoreObject } from '../Environments/ScoreObject'; import { EventManger } from './EventManger'; import GameEvent from '../Events/GameEvent'; const { ccclass, property } = _decorator; @ccclass('SpawnObjectManager') export class SpawnObjectManager extends Component { //#region singleton private static _instance: SpawnObjectManager = null; public static get instance(): SpawnObjectManager { return SpawnObjectManager._instance; } //#endregion @property({ type: Prefab, visible: true }) private _objects: Prefab[] = []; @property({ type: Node, visible: true }) private _spawnPoints: Node[] = []; @property({ type: CCFloat, visible: true, range: [1, 10], slide: true }) private _spawnTime; private _pools: ObjectPool[] = []; private _usedPoints: { [key: string]: Node } = {}; private _timer = 0; protected onLoad(): void { SpawnObjectManager._instance = this; EventManger.instance.on(GameEvent.ScoreObjectRelease, this.onObjectRelease, this); for (let i = 0; i < this._objects.length; i++) { const prefab = this._objects[i]; this._pools[i] = new ObjectPool(prefab, 10, true, ScoreObject); } } protected start(): void { for (let i = 0; i < randomRangeInt(5, 10); i++) { this.spawn(); } } protected update(dt: number): void { this._timer += dt; if (this._timer >= this._spawnTime) { this._timer = 0; this.spawn(); } } private spawn() { if (Object.keys(this._usedPoints).length == this._spawnPoints.length) return; var randomPool = this._pools[randomRangeInt(0, this._pools.length)]; do { var randomPoint = this._spawnPoints[randomRangeInt(0, this._spawnPoints.length)]; } while (Object.values(this._usedPoints).indexOf(randomPoint) != -1); const obj = randomPool.get(this.node); obj.setWorldPosition(randomPoint.worldPosition); this._usedPoints[obj.uuid] = randomPoint; } private onObjectRelease(obj: Node) { delete this._usedPoints[obj.uuid]; } }