Monster Core #21
@ -20,16 +20,20 @@ MonoBehaviour:
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- _enemy: {fileID: 80204295746100150, guid: 2419a879bd4e47d4fa8b30de0fcdde42, type: 3}
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_count: 2
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triggerTime: 0.25
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dropsMonsterCore: 1
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- groupSpawn:
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- _enemy: {fileID: 80204295746100150, guid: 2419a879bd4e47d4fa8b30de0fcdde42, type: 3}
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_count: 9
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triggerTime: 1.5
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dropsMonsterCore: 1
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- groupSpawn:
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- _enemy: {fileID: 80204295746100150, guid: 1be769d6ef642314b8846bed35e7297c, type: 3}
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_count: 7
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triggerTime: 2
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dropsMonsterCore: 0
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- groupSpawn:
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- _enemy: {fileID: 80204295746100150, guid: 1be769d6ef642314b8846bed35e7297c, type: 3}
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_count: 14
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triggerTime: 3
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dropsMonsterCore: 0
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_gameDuration: 3
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@ -249,15 +249,59 @@ public class WaveObserver : Singleton<WaveObserver>
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private void CycleRows(List<int> usedRows, List<EnemyType> currentGroup, int groupIndex)
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{
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System.Random rand = new System.Random();
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bool dropsCore = _monsterCoreGroups != null && _monsterCoreGroups.Count > _currentGroupIndex && _monsterCoreGroups[_currentGroupIndex];
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int totalToSpawn = _copyGroupSpawn[_currentGroupIndex][groupIndex];
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int monsterCoreTarget = -1;
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if (dropsCore && totalToSpawn > 0)
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{
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monsterCoreTarget = rand.Next(0, totalToSpawn);
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}
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int spawnCount = 0;
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while (usedRows.Count < _subjects.Count)
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{
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int currentRow = rand.Next(_subjects.Count);
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if (!usedRows.Contains(currentRow)) //If picked row has laready been used
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{
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_subjects[currentRow].TriggerSpawn(currentGroup[groupIndex].GetEnemyObject());
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GameObject spawnedInstance = _subjects[currentRow].TriggerSpawn(currentGroup[groupIndex].GetEnemyObject());
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// Si ce spawn doit être le porteur du MonsterCore, on remplace/ajoute le comportement
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if (monsterCoreTarget >= 0 && spawnCount == monsterCoreTarget)
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{
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if (spawnedInstance != null)
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{
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// tentative de remplacer le composant Opponent par MonsterCoreDrop
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var existingOpponent = spawnedInstance.GetComponent<Opponent>();
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if (existingOpponent != null)
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{
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// we remove the existing Opponent-derived behaviour to avoid duplicate logic
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Object.Destroy(existingOpponent);
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}
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// add MonsterCoreDrop component and configure son prefab (si disponible dans la Database)
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MonsterCoreDrop mc = spawnedInstance.AddComponent<MonsterCoreDrop>();
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mc.Init();
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// essaye de récupérer le prefab "MonsterCore" dans la database (adapter le nom si nécessaire)
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//GameObject corePrefab = null;
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//try
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//{
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// corePrefab = Database.Instance.Prefabs["MonsterCore"];
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//}
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//catch { corePrefab = null; }
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//if (corePrefab != null)
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//{
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// mc.SetCorePrefab(corePrefab);
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//}
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}
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}
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_copyGroupSpawn[_currentGroupIndex][groupIndex]--;
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usedRows.Add(currentRow);
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spawnCount++;
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}
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if (_copyGroupSpawn[_currentGroupIndex][groupIndex] == 0) //If current ennemy has reached count of 0
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{
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break;
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@ -4,10 +4,34 @@ using UnityEngine;
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public class MonsterCoreDrop : Opponent
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{
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private GameObject mosnterCorePrefab;
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private GameObject _monsterCorePrefab;
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public void Init()
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{
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base.Start();
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// Si le prefab n'est pas fixé via l'inspector, tenter de le charger depuis Resources/"Food"
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if (_monsterCorePrefab == null)
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{
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_monsterCorePrefab = Resources.Load<GameObject>("yieldFood");
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if (_monsterCorePrefab == null)
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{
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Debug.LogWarning("MonsterCoreDrop: prefab 'yieldFood' introuvable dans le dossier Resources. Assignez-le dans l'inspector ou placez-le dans Resources/yieldFood.");
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}
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}
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}
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public void SetCorePrefab(GameObject prefab)
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{
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_monsterCorePrefab = prefab;
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}
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public override void Death()
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{
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Instantiate(mosnterCorePrefab, transform.position, Quaternion.identity);
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if (_monsterCorePrefab != null)
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{
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Instantiate(_monsterCorePrefab, transform.position, Quaternion.identity);
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}
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base.Death();
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}
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}
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@ -138,9 +138,9 @@ public class SpawnerTile : LevelTile
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* Instantly spawns an enemy.
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* Used for GroupSpawn
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*/
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public void TriggerSpawn(GameObject enemy)
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public GameObject TriggerSpawn(GameObject enemy)
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{
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enemy.Create(Position, parent: LevelManager.Instance.LevelTransform);
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return enemy.Create(Position, parent: LevelManager.Instance.LevelTransform);
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}
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#if UNITY_EDITOR
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