2023-10-01 19:32:51 -04:00

57 lines
1.5 KiB
C#

using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = "Gather And Defend/Levels/WaveConfig")]
public class WaveConfig : ScriptableObject
{
[SerializeField]
private List<EnemyType> _constantSpawn = new List<EnemyType>();
[SerializeField]
private List<EnemyType> _groupSpawn = new List<EnemyType>(); //TODO: Turn into List of list later on
[SerializeField]
private float _gameDuration = 0;
private float _enemySpawndOnStart = 0;
private int _enemySum = 0;
public List<EnemyType> ConstantSpawn
{
get
{
return _constantSpawn;
}
}
public float GetInterval()
{
float interval = _gameDuration * 60.0f / (_enemySum > 0 ? _enemySum.ToFloat() : SumCount()) ;
return interval;
}
public float GetUpdatedInterval()
{
_enemySpawndOnStart++;
float interval = Mathf.Max(_gameDuration * 60.0f / (_enemySum - _enemySpawndOnStart).ToFloat(), 0);
return interval;
}
public EnemyType GetRandomSpawn()
{
if (_constantSpawn.Count == 1)
{
return _constantSpawn[0];
}
return _constantSpawn[Random.Range(0, _constantSpawn.Count - 1)];
}
private float SumCount()
{
foreach (EnemyType enemy in _constantSpawn)
{
_enemySum += enemy.Count;
}
return _enemySum.ToFloat();
}
public List<EnemyType> getGroupList()
{
return _groupSpawn;
}
}