Felix Boucher bff2df154a fix detection range
besoin :

- quand une unité meurt, la prochaine unité n'est pas targetted

solution :

- deactivate and reactivate collider to re-trigger collision
2023-11-05 11:52:48 -05:00

149 lines
3.7 KiB
C#

using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = project_name + "/" + nameof(SpawnerTile))]
public class SpawnerTile : LevelTile
{
[SerializeField]
private GameObject _prefab;
[SerializeField]
private bool _spawnOnStart;
private float _lifetime;
[SerializeField]
private float _spawnSpeed = 1.0f;
[SerializeField, Range(0, 1.001f)]
private float _spawnCounter = 0;
private WaveObserver _observer;
private bool _stopped = false;
private bool _cooldownEnded = false;
private List<float> _groupSpawnTimers = new List<float>();
public void SetGroupSpawnTimers(List<float> groupSpawnTimers)
{
for (int i = 0; i < groupSpawnTimers.Count-1; i++)
{
_groupSpawnTimers.Add(groupSpawnTimers[i]);
}
}
public override void LevelStart()
{
_observer = WaveObserver.Instance;
_observer.Attach(this);
if (_spawnOnStart && _lifetime <= 0)
{
TriggerSpawn(_prefab);
_observer.NotifyOnStart(this);
}
}
public override void LevelUpdate()
{
_lifetime += Time.deltaTime;
if (!_stopped)
{
_spawnCounter += Time.deltaTime;
}
if (_groupSpawnTimers.Count > 0)
{
if (_lifetime / 60 > _groupSpawnTimers[0])
{
_groupSpawnTimers.RemoveAt(0);
_observer.NotifyGroupSpawn();
}
}
if (_spawnCounter < _spawnSpeed) return;
_spawnCounter = 0;
if (!_cooldownEnded)
{
_observer.NotifyEndCooldown(this);
_cooldownEnded = true;
return;
}
TriggerSpawn(_prefab);
_observer.NotifySpawned(this);
}
public override bool Equals(ILevelObject other)
{
return other is SpawnerTile spawner
&& base.Equals(spawner)
&& spawner._prefab == _prefab
&& spawner._spawnSpeed == _spawnSpeed;
}
public override Dictionary<string, object> ToDictionary()
{
var dict = base.ToDictionary();
dict[nameof(_prefab)] = _prefab.name;
dict[nameof(_spawnSpeed)] = _spawnSpeed;
dict[nameof(_spawnCounter)] = _spawnCounter;
dict[nameof(_lifetime)] = _lifetime;
dict[nameof(_spawnOnStart)] = _spawnOnStart;
return dict;
}
internal void StopSpawn()
{
_stopped = true;
}
internal void StartSpawn()
{
_stopped = false;
}
public override void LoadDictionary(Dictionary<string, object> dict)
{
base.LoadDictionary(dict);
var prefabName = dict[nameof(_prefab)].ToString();
_prefab = Database.Instance.Prefabs[prefabName];
_spawnSpeed = dict[nameof(_spawnSpeed)].ToFloat();
_spawnCounter = dict[nameof(_spawnCounter)].ToFloat();
_lifetime = dict[nameof(_lifetime)].ToFloat();
_spawnOnStart = dict[nameof(_spawnOnStart)].ToBool();
}
public GameObject Prefab
{
set
{
_prefab = value;
}
get
{
return _prefab;
}
}
/**
* Called by observer
* Assigns a new spawn interval
*/
public void ChangeSpawnSpeed(float value)
{
_spawnSpeed = value;
}
/**
* Instantly spawns an enemy.
* Used for GroupSpawn
*/
public void TriggerSpawn(GameObject enemy)
{
enemy.Create(Position, parent: LevelManager.Instance.LevelTransform);
}
#if UNITY_EDITOR
[Header("DEBUG")]
[SerializeField]
private GameObject _debugPrefab;
public void TriggerSpawnDebug()
{
_debugPrefab.Create(Position, parent: LevelManager.Instance.LevelTransform);
}
#endif
}