Add matter spawn range

This commit is contained in:
HungDK
2025-10-09 17:04:29 +07:00
parent 7a000797ec
commit f3d3a883dc
@@ -136,6 +136,13 @@ namespace PerfectWorld.Scripts.Managers
private void SpawnMatterCube(int matterId)
{
// Check if matter is within 1000 units of the host player
if (!IsMatterWithinPlayerRange(matterId, 10000f))
{
Debug.Log($"Matter {matterId} is too far from player, skipping spawn");
return;
}
// Find the pickupItem component in the scene and create cube for this specific matter
pickupItem pickupScript = UnityEngine.Object.FindFirstObjectByType<pickupItem>();
if (pickupScript != null)
@@ -150,6 +157,13 @@ namespace PerfectWorld.Scripts.Managers
private void NotifyPickupItem(int matterId)
{
// Check if matter is within 1000 units of the host player
if (!IsMatterWithinPlayerRange(matterId, 1000f))
{
Debug.Log($"Matter {matterId} is too far from player, skipping notification");
return;
}
// Find the pickupItem component in the scene and update cubes
pickupItem pickupScript = UnityEngine.Object.FindFirstObjectByType<pickupItem>();
if (pickupScript != null)
@@ -157,6 +171,43 @@ namespace PerfectWorld.Scripts.Managers
pickupScript.UpdateMatterCubes();
}
}
/// <summary>
/// Check if a matter is within the specified distance from the host player
/// </summary>
/// <param name="matterId">The matter ID to check</param>
/// <param name="maxDistance">Maximum distance in Unity units</param>
/// <returns>True if matter is within range, false otherwise</returns>
private bool IsMatterWithinPlayerRange(int matterId, float maxDistance)
{
// Get the matter data
if (!matterDataStorage.TryGetValue(matterId, out info_matter matterData))
{
Debug.LogWarning($"Matter data not found for ID: {matterId}");
return false;
}
// Get the host player
var hostPlayer = GameController.Instance?.GetHostPlayer();
if (hostPlayer == null)
{
Debug.LogWarning("Host player not found");
return false;
}
// Convert matter position to Unity Vector3
Vector3 matterPosition = new Vector3(matterData.pos.x, matterData.pos.y, matterData.pos.z);
// Get player position
Vector3 playerPosition = hostPlayer.transform.position;
// Calculate distance
float distance = Vector3.Distance(matterPosition, playerPosition);
Debug.Log($"Matter {matterId} distance from player: {distance:F2} units (max: {maxDistance})");
return distance <= maxDistance;
}
// Public methods for players to access matter data
public info_matter? GetMatterData(int matterId)