VR4RoboticArm2/VR4RoboticArm/Assets/Scripts/InstantiateObjects.cs
2025-09-13 11:51:52 +03:00

67 lines
2.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
public class InstantiateObjects : MonoBehaviour
{
[SerializeField] private GameObject obiect; //obiectul care va intra pe linia de asamblare
[SerializeField] private List<Cloth> clothObjects = new List<Cloth>();
[SerializeField] private float timeToWaitForDestroyColliders; // numarul de secunde pentru a astepta ca colliderul obiectului sa fie scos din lista de vectori ai hainelor;
[SerializeField] private float timeToSpawn; //intervalul de timp intre generarea obiectelor
//folosim coroutine pentru a genera obiectele
IEnumerator Start()
{
StartCoroutine("GenerateObjects");
yield return new WaitForSeconds(1.0f);
print("Incepe generarea de obiecte");
}
private IEnumerator GenerateObjects()
{
List<CapsuleCollider> allCapsuleColliders = new();
GameObject obiectGenerat = Instantiate(obiect, transform.position, Quaternion.identity);
foreach(Transform child in obiectGenerat.transform)
{
foreach(CapsuleCollider col in child.GetComponentsInChildren<CapsuleCollider>())
{
Debug.Log("Hai ca se paote");
allCapsuleColliders.Add(col);
}
}
//CapsuleCollider cp = obiectGenerat.GetComponent<CapsuleCollider>();
foreach (Cloth cloth in clothObjects)
{
cloth.capsuleColliders = allCapsuleColliders.ToArray();
//cloth.capsuleColliders.SetValue(cp, cloth.capsuleColliders.Length-1);
}
print(clothObjects[0].capsuleColliders.Length);
yield return new WaitForSeconds(timeToSpawn);
Debug.Log("Au trecut " + timeToSpawn + " secunde");
StartCoroutine(DeleteColliders(obiectGenerat));
}
private IEnumerator DeleteColliders(GameObject obiectGenerat)
{
foreach (Cloth cloth in clothObjects)
{
cloth.capsuleColliders = new CapsuleCollider[0];
//cloth.capsuleColliders.ReValue(obiectGenerat.GetComponent<CapsuleCollider>(), cloth.capsuleColliders.Length + 1);
}
Debug.Log("S-a sters");
yield return null;
StartCoroutine(GenerateObjects());
}
}