129 lines
5.3 KiB
C#
129 lines
5.3 KiB
C#
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using DefaultNamespace;
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using Events;
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using UnityEngine;
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using UnityEngine.Assertions;
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using Random = UnityEngine.Random;
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namespace Wave
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{
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public class WaveSpawner : MonoBehaviour
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{
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[SerializeField] private SpawnWaveSOEventChannelSO startNewSpawnWaveEventChannel;
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[SerializeField] private SpawnWaveSOEventChannelSO endSpawnWaveEventChannel;
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[SerializeField] private EnemyRuntimeSetSO enemyRuntimeSet;
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[SerializeField] private Transform spawnCenter;
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[SerializeField] private float minimumSpawnRadius;
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[SerializeField] [Min(0)] private float timeBetweenClearedWaves;
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[SerializeField] [Min(0)] private float timeBeforeFirstWave;
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private float _timeSinceLastSpawnWaveStarted;
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private Coroutine _handleSpawnWaves;
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private bool HasWaveBeenCleared => enemyRuntimeSet.IsEmpty;
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public void Begin(IEnumerable<SpawnWaveSO> spawnWaves)
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{
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Assert.IsNull(_handleSpawnWaves);
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_handleSpawnWaves = StartCoroutine(CO_HandleSpawnWaves(spawnWaves));
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}
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public void End()
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{
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StopCoroutine(_handleSpawnWaves);
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}
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private IEnumerator CO_HandleSpawnWaves(IEnumerable<SpawnWaveSO> spawnWaves)
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{
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yield return new WaitForSeconds(timeBeforeFirstWave);
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foreach (var spawnWave in spawnWaves)
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{
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startNewSpawnWaveEventChannel.RaiseEvent(spawnWave);
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yield return SpawnWave(spawnWave);
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_timeSinceLastSpawnWaveStarted = 0.0f;
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yield return new WaitUntil(() =>
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_timeSinceLastSpawnWaveStarted >= spawnWave.TimeToComplete
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|| HasWaveBeenCleared);
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endSpawnWaveEventChannel.RaiseEvent(spawnWave);
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yield return new WaitForSeconds(timeBetweenClearedWaves);
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}
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}
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private IEnumerator SpawnWave(SpawnWaveSO spawnWave)
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{
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var enemyPacksToSpawn = spawnWave.Packs.Select(pack => pack.EnemiesToSpawn()).ToList().AsReadOnly();
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var totalPacksToSpawn = enemyPacksToSpawn.Count;
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var numberPacksSpawned = 0;
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foreach (var enemyPackToSpawn in enemyPacksToSpawn)
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{
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numberPacksSpawned++;
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var waveCompletionPercentage = (float) numberPacksSpawned / (float) totalPacksToSpawn;
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// TODO (Michael): Both the pack and enemy position samplers need to be a bit smarter. I think in most scenarios the pack circle just needs to not overlap with other pack circles.
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// The enemy spawns probably need something like a poission disk sampler so that monsters dont overlap. The enemy spawn radius at the pack's position should also probably scale with the size of the pack.
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var enemyPackSpawnCenter = CalculatePackSpawnPosition(waveCompletionPercentage, spawnWave);
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foreach (var enemy in enemyPackToSpawn)
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{
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var spawnLocation = CalculateEnemySpawnPosition(enemyPackSpawnCenter, spawnWave.PackRadius);
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var spawnedEnemy = Instantiate(enemy, spawnLocation, Quaternion.identity);
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enemyRuntimeSet.Add(spawnedEnemy);
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if (spawnWave.TimeBetweenSpawns > 0.0f)
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{
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yield return new WaitForSeconds(spawnWave.TimeBetweenSpawns);
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}
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}
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if (spawnWave.TimeBetweenPacks > 0.0f)
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{
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yield return new WaitForSeconds(spawnWave.TimeBetweenPacks);
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}
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}
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}
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private Vector3 CalculatePackSpawnPosition(float waveCompletionPercentage, SpawnWaveSO spawnWave)
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{
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var angle = waveCompletionPercentage * 2 * MathF.PI;
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var unitCirclePosition = Random.insideUnitCircle;
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var swizzledUnitCirclePosition = new Vector3(unitCirclePosition.x, 0, unitCirclePosition.y);
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var spawnOffset = spawnWave.Distribution switch
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{
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SpawnDistribution.Uniform => new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle)) * spawnWave.Radius,
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SpawnDistribution.Random => swizzledUnitCirclePosition.normalized * spawnWave.Radius,
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SpawnDistribution.DiskRandom => swizzledUnitCirclePosition * spawnWave.Radius,
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_ => throw new ArgumentOutOfRangeException(nameof(spawnWave.Distribution), spawnWave.Distribution, null)
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};
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spawnOffset += spawnOffset.normalized * (minimumSpawnRadius + spawnWave.PackRadius);
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return spawnCenter.position + spawnOffset;
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}
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private Vector3 CalculateEnemySpawnPosition(Vector3 center, float radius)
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{
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var unitCirclePosition = Random.insideUnitCircle;
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var swizzledUnitCirclePosition = new Vector3(unitCirclePosition.x, 0, unitCirclePosition.y);
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var spawnOffset = swizzledUnitCirclePosition * radius;
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return center + spawnOffset;
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}
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private void Update()
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{
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_timeSinceLastSpawnWaveStarted += Time.deltaTime;
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}
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}
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}
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