Ader Alisma 01 a0aa9cfb64 Changed comments to english
Added a limit to how many monsters are created per lane
Unfixed issue where SpawnOnStart breaks the system
2023-08-06 18:27:23 -04:00

107 lines
3.0 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 = 0;
[SerializeField, Range(0, 1.001f)]
private float _spawnCounter = 0;
private WaveObserver _observer;
private float _initialSpawnSpeed;
private const float MAX_SPAWN_SPEED = 0.01f;
private const float RANDOM_MODIFIER = 5.0f;
private bool stopped = false;
public override void LevelStart()
{
_observer = WaveObserver.Instance;
_observer.Attach(this);
if (_spawnOnStart && _lifetime <= 0)
{
_prefab.Create(Position, parent: LevelManager.Instance.LevelTransform);
}
}
public override void LevelUpdate()
{
_lifetime += Time.deltaTime;
if (!stopped)
{
_spawnCounter += Time.deltaTime * _spawnSpeed;
}
if (_spawnCounter < 1) return;
_spawnCounter = 0;
_prefab.Create(Position, parent: LevelManager.Instance.LevelTransform);
_spawnSpeed = Mathf.Max(_initialSpawnSpeed / Random.Range(1.0f, RANDOM_MODIFIER), MAX_SPAWN_SPEED);
_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;
Debug.Log("I STOPPED, GAWSH!!!");
}
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;
}
}
public void InitialSpawnSpeed(float value)
{
_initialSpawnSpeed = value;
_spawnSpeed = Mathf.Max(_initialSpawnSpeed / Random.Range(1.0f, RANDOM_MODIFIER - 2.0f), MAX_SPAWN_SPEED);
}
}