using System.Collections.Generic; using UnityEngine; public class WaveObserver : Singleton { private List _subjects = new List(); private List _aliveEnemyCount = new List(); private List _copyConstantSpawn; private WaveConfig _levelConfig; private const int MAXTOUGHNESS = 10; private int _spawnerTiming = 0; public WaveConfig LevelConfig { set { _levelConfig = value; _copyConstantSpawn = new List(); foreach (EnemyType enemy in _levelConfig.ConstantSpawn) { _copyConstantSpawn.Add(enemy.Count); } } } public void Attach(SpawnerTile spawnerSubject) { spawnerSubject.Prefab = _levelConfig.GetRandomSpawn().GetEnemyObject(); spawnerSubject.ChangeSpawnSpeed(_levelConfig.GetInterval() * ++_spawnerTiming); _subjects.Add(spawnerSubject); _aliveEnemyCount.Add(0); Debug.Log("Je suis le " + _spawnerTiming + "e a agir!!!"); } public void NotifySpawned(SpawnerTile spawnerSubject) { GameObject paramPrefab = spawnerSubject.Prefab; spawnerSubject.ChangeSpawnSpeed(_levelConfig.GetInterval() * _spawnerTiming); if (paramPrefab.Equals(_levelConfig.ConstantSpawn[0].GetEnemyObject())) { int currentCount = 0; for (int i = 0; i < _copyConstantSpawn.Count; i++) { if (_levelConfig.ConstantSpawn[i].GetEnemyObject() == paramPrefab) { currentCount = _copyConstantSpawn[i]--; break; } } if (currentCount <= 0) { foreach (SpawnerTile spawner in _subjects) { if (spawner.Prefab.Equals(paramPrefab)) { spawner.StopSpawn(); } } } } } public int NotifyEnemy(float yPosition, float toughness) { int index = FindEnemyIndex(yPosition); _aliveEnemyCount[index] += toughness; if (_aliveEnemyCount[index] >= MAXTOUGHNESS) { _subjects[index].StopSpawn(); } return index; } public void NotifyDies(int position, float toughness) { _aliveEnemyCount[position] -= toughness; if (_aliveEnemyCount[position] < MAXTOUGHNESS) { _subjects[position].StartSpawn(); } Debug.Log("Fallen monster "); } /** * Called when an enemy is spawned automatically at the start of the game * Adjusts the intervall between spawns */ public void NotifyOnStart() { float interval = _levelConfig.GetUpdatedInterval(); foreach (var subject in _subjects) { subject.ChangeSpawnSpeed(interval); } } private int FindEnemyIndex(float yPosition) { for (int i = 0; i < _subjects.Count; i++) { if (_subjects[i].Position.y == yPosition) { return i; } } return -1; } }