4 Commits

Author SHA1 Message Date
c5e0375731 add personal dev scene (#27)
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ci/woodpecker/push/woodpecker Pipeline was successful
Fixes #25.

Co-authored-by: Branden J Brown <zephyrtronium@gmail.com>
Reviewed-on: #27
Reviewed-by: madxmike <madxmike@noreply.localhost>
2023-08-19 15:12:09 -05:00
ad725ee518 refactor: unify runtime sets, update naming of event channels (#17)
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ci/woodpecker/push/woodpecker Pipeline was successful
Some general refactors:
Turns HeroPartySO into a runtime set class.
Make runtime set an IEnumerable
Simplify name of events

Reviewed-on: #17
Reviewed-by: zephyr <zephyr@noreply.localhost>
Co-authored-by: Michael <mep053@gmail.com>
Co-committed-by: Michael <mep053@gmail.com>
2023-08-12 22:26:36 -05:00
7b48612c4b Implement wave based spawning of enemies #11
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ci/woodpecker/push/woodpecker Pipeline was successful
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>
2023-08-10 16:24:42 -05:00
a67aee24aa party (#15)
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ci/woodpecker/push/woodpecker Pipeline was successful
Resolves #6.
Updates #3.

Co-authored-by: Branden J Brown <zephyrtronium@gmail.com>
Reviewed-on: #15
Reviewed-by: madxmike <madxmike@noreply.localhost>
2023-08-07 11:34:42 -05:00
57 changed files with 1554 additions and 8 deletions

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Assets/Scripts/Enemy.cs Normal file
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using UnityEngine;
namespace DefaultNamespace
{
// TODO (Michael): Empty behavior until we decide more on how enemies should be structured. Mainly being used for
// other systems to have something to reference.
public class Enemy : MonoBehaviour
{
}
}

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using UnityEngine;
using UnityEngine.Events;
using Wave;
namespace Events
{
[CreateAssetMenu(menuName = "Events/Spawn Wave Event")]
public class SpawnWaveEventSO : ScriptableObject
{
public event UnityAction<SpawnWaveSO> OnEventRaised;
public void RaiseEvent(SpawnWaveSO spawnWave)
{
OnEventRaised?.Invoke(spawnWave);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using RuntimeSet;
using UnityEngine;
using UnityEngine.Assertions;
[assembly: InternalsVisibleTo("TestsPlaymode")]
/// <summary>
/// Component that makes a duder a duder.
@@ -13,4 +16,17 @@ public class HeroUnit : MonoBehaviour
[SerializeField] private long level;
[SerializeField] private long xp;
[SerializeField] private HeroAttributesSO attrs;
[SerializeField] private HeroUnitRuntimeSetSO _party;
internal HeroUnitRuntimeSetSO party => _party;
private void OnEnable()
{
Assert.IsNotNull(_party);
_party.Add(this);
}
private void OnDisable()
{
_party.Remove(this);
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
using Wave;
namespace Level
{
public class LevelDirector : MonoBehaviour
{
[SerializeField] private WaveSpawner waveSpawner;
[SerializeField] private List<SpawnWaveSO> spawnWaves;
private void Start()
{
waveSpawner.Begin(spawnWaves);
}
}
}

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using DefaultNamespace;
using UnityEngine;
namespace RuntimeSet
{
[CreateAssetMenu(fileName = "EnemyRuntimeSet",menuName = "Runtime Set/Enemy")]
public class EnemyRuntimeSetSO : RuntimeSetSO<Enemy>
{
}
}

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using UnityEngine;
namespace RuntimeSet
{
[CreateAssetMenu(fileName = "EnemyRuntimeSet",menuName = "Runtime Set/Hero Unit")]
public class HeroUnitRuntimeSetSO : RuntimeSetSO<HeroUnit>
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace RuntimeSet
{
public abstract class RuntimeSetSO<T> : ScriptableObject, IEnumerable<T>
{
[HideInInspector] [SerializeField] private List<T> items = new();
protected IReadOnlyCollection<T> Items => items;
public bool IsEmpty => items.Count == 0;
public int Count => items.Count;
public void Add(T item)
{
if (!items.Contains(item))
{
items.Add(item);
}
}
public void Remove(T item)
{
if (items.Contains(item))
{
items.Remove(item);
}
}
public IEnumerator<T> GetEnumerator()
{
return items.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
}
}

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namespace Wave
{
public enum SpawnDistribution
{
Uniform,
Random,
DiskRandom
}
}

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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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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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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using DefaultNamespace;
using Events;
using RuntimeSet;
using UnityEngine;
using UnityEngine.Assertions;
using Random = UnityEngine.Random;
namespace Wave
{
public class WaveSpawner : MonoBehaviour
{
[SerializeField] private SpawnWaveEventSO startNewSpawnWaveEventChannel;
[SerializeField] private SpawnWaveEventSO 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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using System.Collections;
using NUnit.Framework;
using UnityEditor;
using UnityEngine;
using UnityEngine.TestTools;
public class HeroPartyTest
{
[UnityTest]
public IEnumerator HeroPartyGetsAllTheHeroes()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Prefabs/Hero.prefab");
Assert.IsNotNull(prefab);
var instance = Object.Instantiate(prefab);
var hero = instance.GetComponent<HeroUnit>();
yield return null;
Assert.AreEqual(1, hero.party.Count);
Object.Destroy(instance);
yield return null;
Assert.IsEmpty(hero.party);
}
}

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