using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Mirror;

public class CellSpawner : NetworkBehaviour
{
    public GameObject prefab;
    public float spawnTime;

    private GameObject _instance;
    private bool spawnStarted = false;
    private float _timer;

    void Start()
    {
        if (!isServer) return;
        SpawnPref();
    }

    void FixedUpdate()
    {
        if (!isServer) return;

        if (_instance == null && spawnStarted == false)
        {
            spawnStarted = true;
        }

        if (spawnStarted)
        {
            _timer += Time.fixedDeltaTime;
        }

        if (_timer >= 10)
        {
            _timer = 0;
            SpawnPref();
        }

    }

    // IEnumerator RespawnTimer()
    // {
    //     spawnStarted = true;
    //     yield return new WaitForSeconds();

    //     SpawnPref();
    // }

    void SpawnPref()
    {
        _instance = Instantiate(prefab, transform.position + transform.up * 1.2f, Quaternion.identity); //* 1.8f
        NetworkServer.Spawn(_instance);
        spawnStarted = false;
    }
}