Implement wave based spawning of enemies #11
	
		
			
	
		
	
	
		
	
		
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			Implements basic waves of enemies that spawn. #11 Reviewed-on: #16 Reviewed-by: zephyr <zephyr@noreply.localhost> Co-authored-by: Michael <mep053@gmail.com> Co-committed-by: Michael <mep053@gmail.com>
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								Assets/Scripts/Wave/SpawnDistribution.cs
									
									
									
									
									
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								Assets/Scripts/Wave/SpawnDistribution.cs
									
									
									
									
									
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| namespace Wave | ||||
| { | ||||
|     public enum SpawnDistribution | ||||
|     { | ||||
|         Uniform, | ||||
|         Random, | ||||
|         DiskRandom | ||||
|     } | ||||
| } | ||||
							
								
								
									
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								Assets/Scripts/Wave/SpawnDistribution.cs.meta
									
									
									
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								Assets/Scripts/Wave/SpawnDistribution.cs.meta
									
									
									
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| fileFormatVersion: 2 | ||||
| guid: 2a4df8269a27463eaf87da9ae1283dcb | ||||
| timeCreated: 1690925288 | ||||
							
								
								
									
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								Assets/Scripts/Wave/SpawnPackSO.cs
									
									
									
									
									
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								Assets/Scripts/Wave/SpawnPackSO.cs
									
									
									
									
									
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							| @@ -0,0 +1,32 @@ | ||||
| using System.Collections.Generic; | ||||
| using System.Collections.ObjectModel; | ||||
| using DefaultNamespace; | ||||
| using UnityEngine; | ||||
| using UnityEngine.Assertions; | ||||
| 
 | ||||
| namespace Wave | ||||
| { | ||||
|     [CreateAssetMenu(fileName = "SpawnPack", menuName = "Spawn/Pack", order = 0)] | ||||
|     public class SpawnPackSO : ScriptableObject | ||||
|     { | ||||
|         [SerializeField] private List<Enemy> possibleEnemies; | ||||
|         [SerializeField] [Min(0)] private int minCount; | ||||
|         [SerializeField] [Min(0)] private int maxCount; | ||||
|          | ||||
|         public ReadOnlyCollection<Enemy> EnemiesToSpawn() | ||||
|         { | ||||
|             Assert.IsTrue(possibleEnemies.Count > 0); | ||||
|              | ||||
|             var count = Random.Range(minCount, maxCount); | ||||
|             var enemiesToSpawn = new List<Enemy>(); | ||||
|              | ||||
|             for (var i = 0; i < count; i++) | ||||
|             { | ||||
|                 var enemyIndex = Random.Range(0, possibleEnemies.Count); | ||||
|                 enemiesToSpawn.Add(possibleEnemies[enemyIndex]); | ||||
|             } | ||||
| 
 | ||||
|             return enemiesToSpawn.AsReadOnly(); | ||||
|         } | ||||
|     } | ||||
| } | ||||
							
								
								
									
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								Assets/Scripts/Wave/SpawnPackSO.cs.meta
									
									
									
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| fileFormatVersion: 2 | ||||
| guid: 52673fed940f4a67b5a08641a55feff6 | ||||
| timeCreated: 1690938542 | ||||
							
								
								
									
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								Assets/Scripts/Wave/SpawnWaveSO.cs
									
									
									
									
									
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								Assets/Scripts/Wave/SpawnWaveSO.cs
									
									
									
									
									
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							| @@ -0,0 +1,27 @@ | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
| using UnityEngine.Serialization; | ||||
| 
 | ||||
| namespace Wave | ||||
| { | ||||
|     [CreateAssetMenu(fileName = "SpawnWave", menuName = "Spawn Wave", order = 0)] | ||||
|     public class SpawnWaveSO : ScriptableObject | ||||
|     { | ||||
|         [SerializeField] private List<SpawnPackSO> packs; | ||||
|         [SerializeField] private SpawnDistribution distribution; | ||||
|         [SerializeField] [Min(10)] private float radius; | ||||
|         [SerializeField] [Min(0)] private float packRadius; | ||||
|         [SerializeField] [Min(0)] private float timeBetweenSpawns; | ||||
|         [SerializeField] [Min(0)] private float timeBetweenPacks; | ||||
|         [SerializeField] [Min(0)] private float timeToComplete; | ||||
|          | ||||
|          | ||||
|         public IReadOnlyCollection<SpawnPackSO> Packs => packs; | ||||
|         public SpawnDistribution Distribution => distribution; | ||||
|         public float Radius => radius; | ||||
|         public float PackRadius => packRadius; | ||||
|         public float TimeBetweenSpawns => timeBetweenSpawns; | ||||
|         public float TimeBetweenPacks => timeBetweenPacks; | ||||
|         public float TimeToComplete => timeToComplete; | ||||
|     } | ||||
| } | ||||
							
								
								
									
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								Assets/Scripts/Wave/SpawnWaveSO.cs.meta
									
									
									
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								Assets/Scripts/Wave/SpawnWaveSO.cs.meta
									
									
									
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| fileFormatVersion: 2 | ||||
| guid: 17a69c35e3e64b6d9f655533478f9772 | ||||
| timeCreated: 1690856578 | ||||
							
								
								
									
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								Assets/Scripts/Wave/WaveSpawner.cs
									
									
									
									
									
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								Assets/Scripts/Wave/WaveSpawner.cs
									
									
									
									
									
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							| @@ -0,0 +1,120 @@ | ||||
| using System; | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using System.Linq; | ||||
| using DefaultNamespace; | ||||
| using Events; | ||||
| using UnityEngine; | ||||
| using UnityEngine.Assertions; | ||||
| using Random = UnityEngine.Random; | ||||
| 
 | ||||
| namespace Wave | ||||
| { | ||||
|     public class WaveSpawner : MonoBehaviour | ||||
|     { | ||||
|         [SerializeField] private SpawnWaveSOEventChannelSO startNewSpawnWaveEventChannel; | ||||
|         [SerializeField] private SpawnWaveSOEventChannelSO endSpawnWaveEventChannel; | ||||
| 
 | ||||
|         [SerializeField] private EnemyRuntimeSetSO enemyRuntimeSet; | ||||
|         [SerializeField] private Transform spawnCenter; | ||||
|         [SerializeField] private float minimumSpawnRadius; | ||||
|         [SerializeField] [Min(0)] private float timeBetweenClearedWaves; | ||||
|         [SerializeField] [Min(0)] private float timeBeforeFirstWave; | ||||
| 
 | ||||
|         private float _timeSinceLastSpawnWaveStarted; | ||||
|         private Coroutine _handleSpawnWaves; | ||||
| 
 | ||||
|         private bool HasWaveBeenCleared => enemyRuntimeSet.IsEmpty; | ||||
| 
 | ||||
|         public void Begin(IEnumerable<SpawnWaveSO> spawnWaves) | ||||
|         { | ||||
|             Assert.IsNull(_handleSpawnWaves); | ||||
|             _handleSpawnWaves = StartCoroutine(CO_HandleSpawnWaves(spawnWaves)); | ||||
|         } | ||||
| 
 | ||||
|         public void End() | ||||
|         { | ||||
|             StopCoroutine(_handleSpawnWaves); | ||||
|         } | ||||
| 
 | ||||
|         private IEnumerator CO_HandleSpawnWaves(IEnumerable<SpawnWaveSO> spawnWaves) | ||||
|         { | ||||
|             yield return new WaitForSeconds(timeBeforeFirstWave); | ||||
| 
 | ||||
|             foreach (var spawnWave in spawnWaves) | ||||
|             { | ||||
|                 startNewSpawnWaveEventChannel.RaiseEvent(spawnWave); | ||||
|                 yield return SpawnWave(spawnWave); | ||||
|                 _timeSinceLastSpawnWaveStarted = 0.0f; | ||||
| 
 | ||||
|                 yield return new WaitUntil(() => _timeSinceLastSpawnWaveStarted >= spawnWave.TimeToComplete || HasWaveBeenCleared); | ||||
| 
 | ||||
|                 endSpawnWaveEventChannel.RaiseEvent(spawnWave); | ||||
| 
 | ||||
|                 if (HasWaveBeenCleared) | ||||
|                 { | ||||
|                     yield return new WaitForSeconds(timeBetweenClearedWaves); | ||||
|                 } | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         private IEnumerator SpawnWave(SpawnWaveSO spawnWave) | ||||
|         { | ||||
|             var enemyPacksToSpawn = spawnWave.Packs.Select(pack => pack.EnemiesToSpawn()).ToList().AsReadOnly(); | ||||
|              | ||||
|             for (var packN = 0; packN < enemyPacksToSpawn.Count; packN++) | ||||
|             { | ||||
|                 var waveCompletionPercentage = (float)packN / (float)enemyPacksToSpawn.Count; | ||||
| 
 | ||||
|                 var enemyPackSpawnOffset = SampleSpawnOffset(spawnWave.Distribution, spawnWave.Radius, waveCompletionPercentage); | ||||
|                 enemyPackSpawnOffset += enemyPackSpawnOffset.normalized * (minimumSpawnRadius + spawnWave.PackRadius); | ||||
| 
 | ||||
|                 var enemyPackSpawnPosition = spawnCenter.position + enemyPackSpawnOffset; | ||||
| 
 | ||||
|                 var enemyPackToSpawn = enemyPacksToSpawn[packN]; | ||||
|                 for (var enemyN = 0; enemyN < enemyPackToSpawn.Count; enemyN++) | ||||
|                 { | ||||
|                     var packCompletionPercentage = (float)enemyN / (float)enemyPackToSpawn.Count; | ||||
|                     var enemySpawnOffset = SampleSpawnOffset(SpawnDistribution.DiskRandom, spawnWave.PackRadius, packCompletionPercentage); | ||||
|                     var enemySpawnPosition = enemyPackSpawnPosition + enemySpawnOffset; | ||||
|                      | ||||
|                     var spawnedEnemy = Instantiate(enemyPackToSpawn[enemyN], enemySpawnPosition, Quaternion.identity); | ||||
|                     enemyRuntimeSet.Add(spawnedEnemy); | ||||
| 
 | ||||
|                     if (spawnWave.TimeBetweenSpawns > 0.0f) | ||||
|                     { | ||||
|                         yield return new WaitForSeconds(spawnWave.TimeBetweenSpawns); | ||||
|                     } | ||||
| 
 | ||||
|                 } | ||||
|                  | ||||
|                 if (spawnWave.TimeBetweenPacks > 0.0f) | ||||
|                 { | ||||
|                     yield return new WaitForSeconds(spawnWave.TimeBetweenPacks); | ||||
|                 } | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         private static Vector3 SampleSpawnOffset(SpawnDistribution distribution, float radius, float completionPercentage) | ||||
|         { | ||||
|             // 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.  | ||||
|             // 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. | ||||
|             var angle = completionPercentage * 2 * MathF.PI; | ||||
|             var unitCirclePosition = Random.insideUnitCircle; | ||||
|             var swizzledUnitCirclePosition = new Vector3(unitCirclePosition.x, 0, unitCirclePosition.y); | ||||
|              | ||||
|             return distribution switch | ||||
|             { | ||||
|                 SpawnDistribution.Uniform => new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle)) * radius, | ||||
|                 SpawnDistribution.Random => swizzledUnitCirclePosition.normalized *  radius, | ||||
|                 SpawnDistribution.DiskRandom => swizzledUnitCirclePosition *  radius, | ||||
|                 _ => throw new ArgumentOutOfRangeException(nameof(distribution), distribution, null) | ||||
|             }; | ||||
|         } | ||||
| 
 | ||||
|         private void Update() | ||||
|         { | ||||
|             _timeSinceLastSpawnWaveStarted += Time.deltaTime; | ||||
|         } | ||||
|     } | ||||
| } | ||||
							
								
								
									
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								Assets/Scripts/Wave/WaveSpawner.cs.meta
									
									
									
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| fileFormatVersion: 2 | ||||
| guid: bb718e52728142e4a8db081fd6a36a70 | ||||
| timeCreated: 1690856916 | ||||
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