Initial pass on wave spawning.
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4
Assets/Scriptables/Waves/SpawnPack_Test.asset
generated
4
Assets/Scriptables/Waves/SpawnPack_Test.asset
generated
@ -15,5 +15,5 @@ MonoBehaviour:
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possibleEnemies:
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- {fileID: 7321161463868935016, guid: 200dea255585b154f8222e550c23b55e, type: 3}
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- {fileID: 1158114420728610952, guid: 9dff131d77697b242ae2e2b68aa7e1db, type: 3}
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minCount: 5
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maxCount: 10
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minCount: 30
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maxCount: 50
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Assets/Scriptables/Waves/SpawnWave_Test.asset
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6
Assets/Scriptables/Waves/SpawnWave_Test.asset
generated
@ -26,8 +26,8 @@ MonoBehaviour:
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- {fileID: 11400000, guid: 970a884aa40996749b022ebb2765d769, type: 2}
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- {fileID: 11400000, guid: 970a884aa40996749b022ebb2765d769, type: 2}
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distribution: 2
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radius: 25
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packRadius: 7.5
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radius: 50
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packRadius: 7
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timeBetweenSpawns: 0.01
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timeBetweenPacks: 0
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timeBetweenPacks: 0.1
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timeToComplete: 0
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@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using DefaultNamespace;
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using UnityEngine;
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using UnityEngine.Assertions;
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@ -12,7 +13,7 @@ public class SpawnPackSO : ScriptableObject
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[SerializeField] [Min(0)] private int minCount;
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[SerializeField] [Min(0)] private int maxCount;
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public IReadOnlyCollection<Enemy> EnemiesToSpawn()
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public ReadOnlyCollection<Enemy> EnemiesToSpawn()
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{
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Assert.IsTrue(possibleEnemies.Count > 0);
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@ -25,7 +26,7 @@ public IReadOnlyCollection<Enemy> EnemiesToSpawn()
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enemiesToSpawn.Add(possibleEnemies[enemyIndex]);
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}
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return enemiesToSpawn;
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return enemiesToSpawn.AsReadOnly();
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}
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}
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}
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@ -47,42 +47,45 @@ private IEnumerator CO_HandleSpawnWaves(IEnumerable<SpawnWaveSO> spawnWaves)
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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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yield return new WaitUntil(() => _timeSinceLastSpawnWaveStarted >= spawnWave.TimeToComplete || HasWaveBeenCleared);
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endSpawnWaveEventChannel.RaiseEvent(spawnWave);
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yield return new WaitForSeconds(timeBetweenClearedWaves);
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if (HasWaveBeenCleared)
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{
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yield return new WaitForSeconds(timeBetweenClearedWaves);
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}
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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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for (var packN = 0; packN < enemyPacksToSpawn.Count; packN++)
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{
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numberPacksSpawned++;
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var waveCompletionPercentage = (float) numberPacksSpawned / (float) totalPacksToSpawn;
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var waveCompletionPercentage = (float)packN / (float)enemyPacksToSpawn.Count;
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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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var enemyPackSpawnOffset = SampleSpawnOffset(spawnWave.Distribution, spawnWave.Radius, waveCompletionPercentage);
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enemyPackSpawnOffset += enemyPackSpawnOffset.normalized * (minimumSpawnRadius + spawnWave.PackRadius);
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var enemyPackSpawnPosition = spawnCenter.position + enemyPackSpawnOffset;
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var enemyPackToSpawn = enemyPacksToSpawn[packN];
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for (var enemyN = 0; enemyN < enemyPackToSpawn.Count; enemyN++)
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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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var packCompletionPercentage = (float)enemyN / (float)enemyPackToSpawn.Count;
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var enemySpawnOffset = SampleSpawnOffset(SpawnDistribution.DiskRandom, spawnWave.PackRadius, packCompletionPercentage);
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var enemySpawnPosition = enemyPackSpawnPosition + enemySpawnOffset;
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var spawnedEnemy = Instantiate(enemyPackToSpawn[enemyN], enemySpawnPosition, 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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@ -92,35 +95,23 @@ private IEnumerator SpawnWave(SpawnWaveSO spawnWave)
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}
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}
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private Vector3 CalculatePackSpawnPosition(float waveCompletionPercentage, SpawnWaveSO spawnWave)
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private static Vector3 SampleSpawnOffset(SpawnDistribution distribution, float radius, float completionPercentage)
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{
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var angle = waveCompletionPercentage * 2 * MathF.PI;
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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 angle = completionPercentage * 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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return 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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SpawnDistribution.Uniform => new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle)) * radius,
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SpawnDistribution.Random => swizzledUnitCirclePosition.normalized * radius,
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SpawnDistribution.DiskRandom => swizzledUnitCirclePosition * radius,
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_ => throw new ArgumentOutOfRangeException(nameof(distribution), 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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