Start delay with for loop and breakTag

This commit is contained in:
Ader Alisma 01 2023-11-04 10:01:40 -04:00
parent 4c8b34993a
commit 4ae8f0dcfa
3 changed files with 64 additions and 12 deletions

View File

@ -18,10 +18,10 @@ MonoBehaviour:
_nestedGroupSpawn:
- groupSpawn:
- _enemy: {fileID: 313037212318601125, guid: 5bbf0d85fa5bb3f4599da79f0a84e3a9, type: 3}
_count: 11
_count: 0
- _enemy: {fileID: 313037212318601125, guid: 5bbf0d85fa5bb3f4599da79f0a84e3a9, type: 3}
_count: 4
triggerTime: 0.5
_count: 2
triggerTime: 0.1
- groupSpawn:
- _enemy: {fileID: 313037212318601125, guid: 5bbf0d85fa5bb3f4599da79f0a84e3a9, type: 3}
_count: 1

View File

@ -6,7 +6,7 @@ public class WaveObserver : Singleton<WaveObserver>
private List<SpawnerTile> _subjects = new List<SpawnerTile>();
private List<float> _aliveEnemyCount = new List<float>();
private List<int> _copyConstantSpawn;
private List<GroupList> _copyGroupSpawn;
private List<List<int>> _copyGroupSpawn;
private List<float> _groupSpawnTimers;
private WaveConfig _levelConfig;
private const int MAXTOUGHNESS = 10;
@ -19,7 +19,7 @@ public class WaveObserver : Singleton<WaveObserver>
{
_levelConfig = config;
_copyConstantSpawn = new List<int>();
_copyGroupSpawn = new List<GroupList>();
_copyGroupSpawn = new List<List<int>>();
_groupSpawnTimers = new List<float>();
foreach (EnemyType enemy in _levelConfig.ConstantSpawn)
{
@ -27,7 +27,11 @@ public class WaveObserver : Singleton<WaveObserver>
}
for (int index = 0; index < _levelConfig.NestedGroupSpawn.Count; index++)
{
_copyGroupSpawn.Add(_levelConfig.NestedGroupSpawn[index]);
_copyGroupSpawn.Add(new List<int>());
for (int nestedIndex = 0; nestedIndex < _levelConfig.NestedGroupSpawn[index].groupSpawn.Count; nestedIndex++)
{
_copyGroupSpawn[index].Add(_levelConfig.NestedGroupSpawn[index].groupSpawn[nestedIndex].Count);
}
_groupSpawnTimers.Add(_levelConfig.NestedGroupSpawn[index].triggerTime);
}
}
@ -158,16 +162,55 @@ public class WaveObserver : Singleton<WaveObserver>
* Called when it is time to spawn a group
* Assigns a random element of the group to a random spawner
*/
public void NotifyGroupSpawn()
public bool NotifyGroupSpawn()
{
System.Random rand = new System.Random();
foreach (EnemyType groupEnemy in _copyGroupSpawn[_currentGroupIndex].groupSpawn)
List<int> usedRows = new List<int>();
List<EnemyType> currentGroup = _levelConfig.NestedGroupSpawn[_currentGroupIndex].groupSpawn;
for (int groupIndex = 0; groupIndex < currentGroup.Count; groupIndex++) //Loops through enemy groups
{
for (int i = 0; i < groupEnemy.Count; i++)
if (_copyGroupSpawn[_currentGroupIndex][groupIndex] == 0)
if (usedRows.Count < _subjects.Count) //TODO: decreases actual count + goes into negatives
{
_subjects[rand.Next(_subjects.Count)].TriggerSpawn(groupEnemy.GetEnemyObject());
for (int i = 0; i < _subjects.Count; i++) //Loops through spawners
{
bool breakTag = false;
do
{
int currentRow = rand.Next(_subjects.Count);
if (!usedRows.Contains(currentRow))
{
_subjects[rand.Next(_subjects.Count)].TriggerSpawn(currentGroup[groupIndex].GetEnemyObject());
_copyGroupSpawn[_currentGroupIndex][groupIndex]--;
Debug.Log(_copyGroupSpawn[_currentGroupIndex][groupIndex]);
usedRows.Add(currentRow);
}
if(_copyGroupSpawn[_currentGroupIndex][groupIndex] == 0) //If current ennemy has reached count of 0
{
breakTag = true;
break;
}
}while(usedRows.Count==i);
Debug.Log("Row: " + usedRows.Count);
if (breakTag)
{
break;
}
}
if (_copyGroupSpawn[_currentGroupIndex][groupIndex] > 0) //If after doing evry row, there are still some left
{
return false;
}
else
{
break;
}
} else
{
return false;
}
}
_currentGroupIndex++;
return true;
}
}

View File

@ -16,6 +16,7 @@ public class SpawnerTile : LevelTile
private WaveObserver _observer;
private bool _stopped = false;
private bool _cooldownEnded = false;
private bool _EnemiesCleared = true;
private List<float> _groupSpawnTimers = new List<float>();
public void SetGroupSpawnTimers(List<float> groupSpawnTimers)
@ -48,9 +49,17 @@ public class SpawnerTile : LevelTile
if (_groupSpawnTimers.Count > 0)
{
if (_lifetime / 60 > _groupSpawnTimers[0])
{
_EnemiesCleared = _observer.NotifyGroupSpawn();
if (_EnemiesCleared)
{
_groupSpawnTimers.RemoveAt(0);
_observer.NotifyGroupSpawn();
Debug.Log("Next...");
} else
{
_groupSpawnTimers[0] += 0.05f;
Debug.Log("Timer: " + _groupSpawnTimers[0]);
}
}
}
if (_spawnCounter < _spawnSpeed) return;