quality-control/Assets/Scripts/Machines/ProductSpawner.cs

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using System;
using System.Collections.Generic;
using UnityEngine;
public class ProductSpawner : MonoBehaviour
{
public enum ProductionPhaseType
{
Pause = 0,
Production = 1,
}
[Serializable]
public struct ProductionPhase
{
public ProductionPhaseType Type;
public ProductType ProductType;
[Min(1f)]
public float Duration;
[Min(1f)]
public float TotalSpawnCount;
public float SpawnInterval => Duration / TotalSpawnCount;
}
public List<ProductionPhase> ProductionPhases;
public float _remainingDuration;
public float _spawnTimer;
private void Update()
{
if (ProductionPhases.Count == 0)
{
enabled = false;
return;
}
var currentPhase = ProductionPhases[0];
if (_remainingDuration <= 0)
{
_remainingDuration = currentPhase.Duration;
_spawnTimer = 0f;
}
_remainingDuration -= Time.deltaTime;
if (currentPhase.Type != ProductionPhaseType.Pause)
{
_spawnTimer -= Time.deltaTime;
if (_spawnTimer >= 0f)
{
if (_remainingDuration <= 0)
{
ProductionPhases.RemoveAt(0);
}
return;
}
_spawnTimer = currentPhase.SpawnInterval;
ProductType.SpawnProduct(currentPhase.ProductType, transform);
}
if (_remainingDuration <= 0)
{
ProductionPhases.RemoveAt(0);
}
}
}