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CrowdControl/Assets/Source/Scripts/EnemySpawn.cs

158 lines
4.1 KiB
C#

3 months ago
using D2D;
using D2D.Core;
using SRF;
using System.Collections.Generic;
using UnityEngine;
using static D2D.Utilities.CommonGameplayFacade;
public class EnemySpawn : Unit
{
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public AudioSource EnemyDeathAudio;
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[SerializeField] private int maxEnemiesOnField;
[SerializeField] private float delayBetweenSpawn = .4f;
[Header("Old system")]
[SerializeField] private LevelSO debugLevel;
private int currentWaveIndex = 0;
public LevelSO Level => debugLevel;
public float LevelTimer => currentLevelTimer;
private int currentAmount = 0;
private float currentWaveTimer = 0;
private float currentLevelTimer = 0;
private float timer;
private Wave currentWave;
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public List<Wave> availableWaves = new();
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private Camera currentCamera;
private bool isStopped;
private int maxOnField;
private void Awake()
{
_enemySpawn = this;
currentCamera = Camera.main;
SetWave(_gameData.firstWave);
_stateMachine.On<WinState>(() => isStopped = true);
_stateMachine.On<LoseState>(() => isStopped = true);
maxOnField = maxEnemiesOnField + _db.PassedLevels.Value;
int passedLevels = _db.PassedLevels.Value;
foreach (var wave in _gameData.allWaves)
{
if (passedLevels >= wave.MinLevel)
{
availableWaves.Add(wave);
}
}
}
private void Update()
{
if (isStopped || _stateMachine.Last.Is<PauseState>())
{
return;
}
currentWaveTimer += Time.deltaTime;
currentLevelTimer += Time.deltaTime;
if (currentWaveTimer >= currentWave.Duration)
{
// Controlled Waves
/*
currentWaveIndex++;
if (debugLevel.Waves.Length <= currentWaveIndex)
{
currentWaveIndex = 0;
}
SetWave(debugLevel.Waves[currentWaveIndex]);
*/
currentWaveTimer = 0;
SetWave(availableWaves.Random());
}
/*if (currentLevelTimer >= debugLevel.TotalDuration)
{
{
isStopped = true;
_stateMachine.Push(new WinState());
}
}*/
if (currentAmount >= maxOnField)
{
return;
}
if (timer <= Time.time)
{
SpawnEnemy(currentWave.Enemies.Random());
timer = Time.time + delayBetweenSpawn;
}
}
public void SetWave(Wave wave)
{
currentWave = wave;
Debug.Log(wave.name);
}
public void EnemyDied()
{
currentAmount--;
}
private void SpawnEnemy(GameObject enemy)
{
float xPos;
float yPos;
float sign = Mathf.Sign(Random.Range(-1, 2));
if (Random.Range(0, 100) > 50)
{
xPos = 0.5f + 0.6f * sign;
yPos = Random.Range(0, 100) / 100f;
}
else
{
xPos = Random.Range(0, 100) / 100f;
yPos = 0.5f + 0.6f * sign;
}
Vector3 direction = Camera.main.ViewportToWorldPoint(new Vector3(xPos, yPos, -10));
Ray ray = new Ray(currentCamera.transform.position, currentCamera.transform.position - direction);
if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, _gameData.GroundLayer))
{
var enemyGO = Instantiate(enemy, hit.point, Quaternion.identity);
var enemyComp = enemyGO.GetComponent<EnemyComponent>();
var gameProgressMultiplier = 1 + _gameProgress.GetValueForTimeFinish() / 2;
var multiplier = Mathf.Pow(_gameData.baseSpeedMultiplier, _db.PassedLevels.Value) * gameProgressMultiplier;
var speedLevel = Mathf.Min(_gameData.enemyMaxSpeedLevel, _db.PassedLevels.Value);
var multiplierSpeed = Mathf.Pow(_gameData.baseSpeedMultiplier, speedLevel) * gameProgressMultiplier;
enemyComp.SetSpeed(multiplierSpeed);
enemyComp.SetHealth(multiplier);
enemyComp.SetDamage(gameProgressMultiplier);
currentAmount++;
}
}
}