using D2D; using D2D.Core; using SRF; using System.Collections.Generic; using UnityEngine; using static D2D.Utilities.CommonGameplayFacade; public class EnemySpawn : Unit { [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; private List availableWaves = new(); private Camera currentCamera; private bool isStopped; private int maxOnField; private void Awake() { _enemySpawn = this; currentCamera = Camera.main; SetWave(_gameData.firstWave); _stateMachine.On(() => isStopped = true); _stateMachine.On(() => 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()) { 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(); 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++; } } }