Progrès WaveEditor

WaveObserver donne aux spawners les unités à instancier ainsi que l'intervalle de création de ceux-ci

LevelConfig passe de Level vers LevelManager puis il est utilisé dans l'instance de WaveObserver
This commit is contained in:
Ader Alisma 01 2023-07-14 19:44:07 -04:00
parent 15b5976cb0
commit d75a1ec747
9 changed files with 156 additions and 29 deletions

View File

@ -309,6 +309,7 @@ MonoBehaviour:
_position: {x: 10, y: 1, z: 0}
- _tile: {fileID: 11400000, guid: ef5a154519b23a34aaded32e86bf7f2f, type: 2}
_position: {x: 10, y: 2, z: 0}
_isSpawner: 0
_isInvisible: 0
_isCollidable: 0
_isTrigger: 0
@ -318,6 +319,7 @@ MonoBehaviour:
_scale: {x: 1, y: 1}
- _key: Entities
_tiles: []
_isSpawner: 0
_isInvisible: 0
_isCollidable: 0
_isTrigger: 0
@ -343,6 +345,7 @@ MonoBehaviour:
_position: {x: 10, y: 0, z: 0}
- _tile: {fileID: 11400000, guid: 4002377ed7e87b34699f126f2b10c703, type: 2}
_position: {x: 10, y: 2, z: 0}
_isSpawner: 0
_isInvisible: 0
_isCollidable: 0
_isTrigger: 0
@ -350,3 +353,4 @@ MonoBehaviour:
_renderLayer: Default
_position: {x: 0, y: 0}
_scale: {x: 1, y: 1}
_waveConfig: {fileID: 11400000, guid: 21b0f85f7c746974db1e72f2df646f5d, type: 2}

View File

@ -5,12 +5,42 @@ using UnityEngine;
[CreateAssetMenu(menuName = "Gather And Defend/Levels/LevelConfig")]
public class LevelConfig : ScriptableObject
{
//IEnumerable for 1. list of type 2. timer. with title of row nbr INSPIRED FROM DATA
[SerializeField]
private List<EnemyType> _constantSpawn = new List<EnemyType>();
[SerializeField]
private int _gameDuration = 0;
public List<EnemyType> ConstantSpawn { get { return _constantSpawn; } }
public int GameDuration { get { return _gameDuration; } }
private float _gameDuration = 0;
public List<EnemyType> ConstantSpawn
{
get
{
return _constantSpawn;
}
}
public float GameDuration
{
get
{
float interval = SumCount().ToFloat() / _gameDuration * 0.01f;
return interval;
}
}
public EnemyType GetRandomSpawn()
{
if (_constantSpawn.Count == 1)
{
return _constantSpawn[0];
}
return _constantSpawn[Random.Range(0, _constantSpawn.Count - 1)];
}
private int SumCount()
{
int sum = 0;
foreach (EnemyType enemy in _constantSpawn)
{
sum += enemy.Count;
}
return sum;
}
}

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@ -0,0 +1,74 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WaveObserver : Singleton<WaveObserver>
{
private List<SpawnerTile> _subjects = new List<SpawnerTile>();
private LevelConfig _levelConfig;
public LevelConfig LevelConfig { set { _levelConfig = value; } }
private float[] _delay = {0,1,2,3,4,5};
private float _currentToughness = 0;
private int _gameProgress = 0;
private int _maxSync = 6;
public void Attach(SpawnerTile spawnerSubject)
{
spawnerSubject.Prefab = _levelConfig.GetRandomSpawn().GetEnemyObject();
WaveUpdate(spawnerSubject);
_subjects.Add(spawnerSubject);
}
public void NotifySpawned(SpawnerTile spawnerSubject)
{
if (spawnerSubject.Prefab.Equals(_levelConfig.ConstantSpawn[0].GetEnemyObject()))
{
int currentCount = _levelConfig.ConstantSpawn[0].Count;
if (currentCount == 0)
{
foreach (SpawnerTile spawner in _subjects)
{
if (spawner.Prefab.Equals(spawnerSubject.Prefab))
{
//spawner.SpawnSpeed = 0.0f;
}
}
}
}
}
public void WaveUpdate(SpawnerTile spawnerSubject)
{
//Lottery of order. Reducing maxSync increases the chances team spawning
int spawningOrder = Random.Range(1, _maxSync);
Debug.Log("Je suis " + spawningOrder + "e de la liste.");
switch (spawningOrder)
{
case 1:
spawnerSubject.SpawnSpeed = _levelConfig.GameDuration + _levelConfig.GameDuration * _delay[0];
break;
case 2:
spawnerSubject.SpawnSpeed = _levelConfig.GameDuration + _levelConfig.GameDuration * _delay[1];
break;
case 3:
spawnerSubject.SpawnSpeed = _levelConfig.GameDuration + _levelConfig.GameDuration * _delay[2];
break;
case 4:
spawnerSubject.SpawnSpeed = _levelConfig.GameDuration + _levelConfig.GameDuration * _delay[3];
break;
case 5:
spawnerSubject.SpawnSpeed = _levelConfig.GameDuration + _levelConfig.GameDuration * _delay[4];
break;
case 6:
spawnerSubject.SpawnSpeed = _levelConfig.GameDuration + _levelConfig.GameDuration * _delay[5];
break;
}
_gameProgress++;
if(_gameProgress == _maxSync)
{
_maxSync--;
_gameProgress = 0;
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 6eab34a14c5d4d746a70792d4d7914a2
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -12,7 +12,7 @@ namespace GatherAndDefend.LevelEditor
[SerializeField]
private List<TilemapData> _data = new List<TilemapData>();
[SerializeField]
private LevelConfig _levelConfig;
private LevelConfig _waveConfig;
public void SaveFromTilemap(Tilemap tilemap)
{
var data = new TilemapData();
@ -24,8 +24,9 @@ namespace GatherAndDefend.LevelEditor
var data = _data.Find(x => x.Key == tilemap.name);
if (data == null) return;
data.LoadToTilemap(tilemap, _levelConfig);
data.LoadToTilemap(tilemap);
}
public LevelConfig WaveConfig { get { return _waveConfig; } }
public IEnumerator<TilemapData> GetEnumerator()
{

View File

@ -33,7 +33,7 @@ namespace GatherAndDefend.LevelEditor
public string Key => _key;
public void LoadToTilemap(Tilemap reference, LevelConfig _levelConfig = null)
public void LoadToTilemap(Tilemap reference)
{
reference.transform.localPosition = _position;
reference.transform.localScale = _scale;
@ -48,22 +48,9 @@ namespace GatherAndDefend.LevelEditor
collision.isTrigger = _isTrigger;
}
Debug.Log(_levelConfig != null);
if ( _levelConfig != null && _key.Equals("Spawners"))
{
foreach (TileData spawner in _tiles)
{
//string id = spawner.Tile.GetInstanceID().ToString();
//SpawnerTile spawnerGO = GameObject.Find(id).GetComponent<SpawnerTile>();
//spawnerGO.Prefab = _levelConfig.ConstantSpawn[0].GetEnemyObject();
Debug.Log("____GODLIKE____");
}
}
foreach (TileData data in _tiles)
{
reference.SetTile(data.Position, data.Tile);
Debug.Log(_key.ToString());
}
}
/// <summary>

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@ -20,6 +20,7 @@ public class LevelManager : Singleton<LevelManager>
private readonly List<ILevelObject> _toAdd;
private readonly List<ILevelObject> _toRemove;
private readonly List<ILevelObject> _levelObjects;
private WaveObserver _waveObserver;
private Tilemap _dynamicTilemap;
public Tilemap DynamicTilemap
@ -162,6 +163,10 @@ public class LevelManager : Singleton<LevelManager>
tilemap.transform.SetParent(grid.transform);
}
Debug.Log("level loaded successfully");
Debug.Log("Decompte = " + _currentLevel.WaveConfig.GameDuration);
_waveObserver = WaveObserver.Instance;
_waveObserver.LevelConfig = _currentLevel.WaveConfig;
}
/// <summary>

View File

@ -14,7 +14,7 @@ public class EnemyType
public int GetEnemyToughness()
{
float toughness = Mathf.Round((_enemy.Hp / 10) + _enemy.AttackDamage / 2);
float toughness = Mathf.Round((_enemy.Hp / 10) / 2);
return (int)toughness;
}
@ -22,10 +22,10 @@ public class EnemyType
{
return _enemy.gameObject;
}
public int GetEnemyCount()
public int Count
{
return _count;
get { return _count; }
set { _count = value; }
}
}

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@ -2,7 +2,7 @@ using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = "Gather And Defend/Spawner Tile")]
public class SpawnerTile : LevelTile
public class SpawnerTile : LevelTile, IWaveSubject
{
[SerializeField]
private GameObject _prefab;
@ -13,13 +13,17 @@ public class SpawnerTile : LevelTile
private float _spawnSpeed = 0;
[SerializeField, Range(0, 1.001f)]
private float _spawnCounter = 0;
private WaveObserver _observer;
public override void LevelStart()
{
_observer = WaveObserver.Instance;
_observer.Attach(this);
if (_spawnOnStart && _lifetime <= 0)
{
_prefab.Create(Position, parent: LevelManager.Instance.LevelTransform);
_observer.NotifySpawned(this);
}
}
@ -31,6 +35,7 @@ public class SpawnerTile : LevelTile
_spawnCounter = 0;
_prefab.Create(Position, parent: LevelManager.Instance.LevelTransform);
_observer.NotifySpawned(this);
}
public override bool Equals(ILevelObject other)
{
@ -62,7 +67,17 @@ public class SpawnerTile : LevelTile
_spawnOnStart = dict[nameof(_spawnOnStart)].ToBool();
}
public GameObject Prefab { set {
Debug.Log("Changed");
_prefab = value; } }
public GameObject Prefab
{
set
{
_prefab = value;
}
get
{
return _prefab;
}
}
public float SpawnSpeed { set { _spawnSpeed = value; } }
}