Ader Alisma 01 749d2c5643 Finished group spawn
Created Serializable class GroupList in WaveConfig.cs to contain multiple enemy types per group
2023-10-18 20:31:57 -04:00

176 lines
5.3 KiB
C#

using System.Collections.Generic;
using UnityEngine;
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<float> _groupSpawnTimers;
private WaveConfig _levelConfig;
private const int MAXTOUGHNESS = 10;
private int _spawnerTiming = 0;
private List<int> _intervalTiming = new List<int>();
private bool _once = true;
private int _currentGroupIndex = 0;
public WaveConfig LevelConfig
{
set
{
_levelConfig = value;
_copyConstantSpawn = new List<int>();
_copyGroupSpawn = new List<GroupList>();
_groupSpawnTimers = new List<float>();
foreach (EnemyType enemy in _levelConfig.ConstantSpawn)
{
_copyConstantSpawn.Add(enemy.Count);
}
for (int index = 0; index < _levelConfig.NestedGroupSpawn.Count; index++)
{
_copyGroupSpawn.Add(_levelConfig.NestedGroupSpawn[index]);
_groupSpawnTimers.Add(_levelConfig.NestedGroupSpawn[index].triggerTime);
}
}
}
/**
* Called by spawner at the start of the game
* Assigns enemy to spawn and registers them
*/
public void Attach(SpawnerTile spawnerSubject)
{
spawnerSubject.Prefab = _levelConfig.GetRandomSpawn().GetEnemyObject();
_subjects.Add(spawnerSubject);
_aliveEnemyCount.Add(0);
_intervalTiming.Add(++_spawnerTiming);
// Ensures that only one spawner keeps track of the grouped spawn timer.
if (_once)
{
_once = false;
spawnerSubject.GroupSpawnTimers = _groupSpawnTimers;
}
}
/**
* Called by spawner when making enemies
* Assigns a new interval
*/
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();
}
}
}
}
}
/**
* Called by enemy when they spawn
* Keeps track of their row
*/
public int NotifyEnemy(float yPosition, float toughness)
{
int index = FindEnemyIndex(yPosition);
_aliveEnemyCount[index] += toughness;
if (_aliveEnemyCount[index] >= MAXTOUGHNESS)
{
_subjects[index].StopSpawn();
}
return index;
}
/**
* Called when an enemy dies
* Reactivates spawning on that row if disabled before
*/
public void NotifyDies(int position, float toughness)
{
_aliveEnemyCount[position] -= toughness;
if (_aliveEnemyCount[position] < MAXTOUGHNESS)
{
_subjects[position].StartSpawn();
}
}
/**
* Called when an enemy is spawned automatically at the start of the game
* Adjusts the intervall between spawns
*/
public void NotifyOnStart(SpawnerTile spawnerSubject)
{
float interval = _levelConfig.GetUpdatedInterval();
foreach (var subject in _subjects)
{
subject.ChangeSpawnSpeed(interval);
}
NotifySpawned(spawnerSubject);
}
// To find which spawner an ennemy came from.
private int FindEnemyIndex(float yPosition)
{
for (int i = 0; i < _subjects.Count; i++)
{
if (_subjects[i].Position.y == yPosition)
{
return i;
}
}
return -1;
}
/**
* Spawners wait 1 second to have time to register them all
* Then gets assigned a random spawn interval
*/
public void NotifyEndCooldown(SpawnerTile spawnerTile)
{
System.Random rand = new System.Random();
int index;
do
{
index = rand.Next(_subjects.Count);
} while (_intervalTiming.Count <= index);
spawnerTile.ChangeSpawnSpeed(_levelConfig.GetInterval() * _intervalTiming[index]);
_intervalTiming.Remove(index);
}
/**
* Called when it is time to spawn a group
* Assigns a random element of the group to a random spawner
*/
public void NotifyGroupSpawn()
{
System.Random rand = new System.Random();
foreach (EnemyType groupEnemy in _copyGroupSpawn[_currentGroupIndex].groupSpawn)
{
for (int i = 0; i < groupEnemy.Count; i++)
{
_subjects[rand.Next(_subjects.Count)].TriggerSpawn(groupEnemy.GetEnemyObject());
}
}
_currentGroupIndex++;
}
}