An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
using UnityEngine.Serialization;
namespace Fungus
{
/// <summary>
/// Spawns a new object based on a reference to a scene or prefab game object.
/// </summary>
[CommandInfo("Scripting",
"Spawn Object",
"Spawns a new object based on a reference to a scene or prefab game object.",
Priority = 10)]
[CommandInfo("GameObject",
"Instantiate",
"Instantiate a game object")]
[AddComponentMenu("")]
[ExecuteInEditMode]
public class SpawnObject : Command
{
[Tooltip("Game object to copy when spawning. Can be a scene object or a prefab.")]
[SerializeField] protected GameObjectData _sourceObject;
[Tooltip("Transform to use as parent during instantiate.")]
[SerializeField] protected TransformData _parentTransform;
[Tooltip("If true, will use the Transfrom of this Flowchart for the position and rotation.")]
[SerializeField] protected BooleanData _spawnAtSelf = new BooleanData(false);
[Tooltip("Local position of newly spawned object.")]
[SerializeField] protected Vector3Data _spawnPosition;
[Tooltip("Local rotation of newly spawned object.")]
[SerializeField] protected Vector3Data _spawnRotation;
[Tooltip("Optional variable to store the GameObject that was just created.")]
[SerializeField]
protected GameObjectData _newlySpawnedObject;
#region Public members
public override void OnEnter()
{
if (_sourceObject.Value == null)
{
Continue();
return;
}
GameObject newObject = null;
if (_parentTransform.Value != null)
{
newObject = GameObject.Instantiate(_sourceObject.Value,_parentTransform.Value);
}
else
{
newObject = GameObject.Instantiate(_sourceObject.Value);
}
if (!_spawnAtSelf.Value)
{
newObject.transform.localPosition = _spawnPosition.Value;
newObject.transform.localRotation = Quaternion.Euler(_spawnRotation.Value);
}
else
{
newObject.transform.SetPositionAndRotation(transform.position, transform.rotation);
}
_newlySpawnedObject.Value = newObject;
Continue();
}
public override string GetSummary()
{
if (_sourceObject.Value == null)
{
return "Error: No source GameObject specified";
}
return _sourceObject.Value.name;
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
#endregion
#region Backwards compatibility
[HideInInspector] [FormerlySerializedAs("sourceObject")] public GameObject sourceObjectOLD;
[HideInInspector] [FormerlySerializedAs("parentTransform")] public Transform parentTransformOLD;
[HideInInspector] [FormerlySerializedAs("spawnPosition")] public Vector3 spawnPositionOLD;
[HideInInspector] [FormerlySerializedAs("spawnRotation")] public Vector3 spawnRotationOLD;
protected virtual void OnEnable()
{
if (sourceObjectOLD != null)
{
_sourceObject.Value = sourceObjectOLD;
sourceObjectOLD = null;
}
if (parentTransformOLD != null)
{
_parentTransform.Value = parentTransformOLD;
parentTransformOLD = null;
}
if (spawnPositionOLD != default(Vector3))
{
_spawnPosition.Value = spawnPositionOLD;
spawnPositionOLD = default(Vector3);
}
if (spawnRotationOLD != default(Vector3))
{
_spawnRotation.Value = spawnRotationOLD;
spawnRotationOLD = default(Vector3);
}
}
#endregion
}
}