155 lines
4.1 KiB
C#
155 lines
4.1 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(menuName = project_name + "/" + nameof(SpawnerTile))]
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public class SpawnerTile : LevelTile
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{
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[SerializeField]
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private GameObject _prefab;
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[SerializeField]
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private bool _spawnOnStart;
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private float _lifetime;
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[SerializeField]
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private float _spawnSpeed = 1.0f;
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[SerializeField, Range(0, 1.001f)]
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private float _spawnCounter = 0;
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private WaveObserver _observer;
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private bool _stopped = false;
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private bool _cooldownEnded = false;
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private bool _EnemiesCleared = true;
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private List<float> _groupSpawnTimers = new List<float>();
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public void SetGroupSpawnTimers(List<float> groupSpawnTimers)
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{
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for (int i = 0; i < groupSpawnTimers.Count; i++)
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{
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_groupSpawnTimers.Add(groupSpawnTimers[i]);
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}
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}
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public override void LevelStart()
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{
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_observer = WaveObserver.Instance;
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_observer.Attach(this);
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if (_spawnOnStart && _lifetime <= 0)
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{
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TriggerSpawn(_prefab);
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_observer.NotifyOnStart(this);
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}
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}
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public override void LevelUpdate()
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{
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_lifetime += Time.deltaTime;
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if (!_stopped)
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{
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_spawnCounter += Time.deltaTime;
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}
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if (_groupSpawnTimers.Count > 0)
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{
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if (_lifetime / 60.0f > _groupSpawnTimers[0])
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{
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_EnemiesCleared = _observer.NotifyGroupSpawn();
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if (_EnemiesCleared) //Moves on to next group
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{
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_groupSpawnTimers.RemoveAt(0);
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} else //Adds a delay to finish current group
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{
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_groupSpawnTimers[0] += GlobalConfig.Instance.Current.groupSpawnDelay;
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}
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}
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}
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if (_spawnCounter < _spawnSpeed) return;
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_spawnCounter = 0;
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if (!_cooldownEnded)
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{
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_observer.NotifyEndCooldown(this);
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_cooldownEnded = true;
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return;
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}
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TriggerSpawn(_prefab);
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_observer.NotifySpawned(this);
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}
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public override bool Equals(ILevelObject other)
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{
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return other is SpawnerTile spawner
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&& base.Equals(spawner)
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&& spawner._prefab == _prefab
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&& spawner._spawnSpeed == _spawnSpeed;
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}
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public override Dictionary<string, object> ToDictionary()
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{
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var dict = base.ToDictionary();
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dict[nameof(_prefab)] = _prefab.name;
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dict[nameof(_spawnSpeed)] = _spawnSpeed;
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dict[nameof(_spawnCounter)] = _spawnCounter;
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dict[nameof(_lifetime)] = _lifetime;
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dict[nameof(_spawnOnStart)] = _spawnOnStart;
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return dict;
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}
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internal void StopSpawn()
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{
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_stopped = true;
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}
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internal void StartSpawn()
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{
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_stopped = false;
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}
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public override void LoadDictionary(Dictionary<string, object> dict)
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{
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base.LoadDictionary(dict);
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var prefabName = dict[nameof(_prefab)].ToString();
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_prefab = Database.Instance.Prefabs[prefabName];
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_spawnSpeed = dict[nameof(_spawnSpeed)].ToFloat();
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_spawnCounter = dict[nameof(_spawnCounter)].ToFloat();
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_lifetime = dict[nameof(_lifetime)].ToFloat();
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_spawnOnStart = dict[nameof(_spawnOnStart)].ToBool();
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}
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public GameObject Prefab
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{
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set
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{
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_prefab = value;
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}
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get
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{
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return _prefab;
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}
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}
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/**
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* Called by observer
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* Assigns a new spawn interval
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*/
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public void ChangeSpawnSpeed(float value)
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{
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_spawnSpeed = value;
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}
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/**
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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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{
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enemy.Create(Position, parent: LevelManager.Instance.LevelTransform);
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}
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#if UNITY_EDITOR
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[Header("DEBUG")]
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[SerializeField]
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private GameObject _debugPrefab;
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public void TriggerSpawnDebug()
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{
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_debugPrefab.Create(Position, parent: LevelManager.Instance.LevelTransform);
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}
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#endif
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} |