4 Commits

Author SHA1 Message Date
3b0fc4481e rename HeroAttributes -> HeroAttributesSO
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
ci/woodpecker/pr/woodpecker Pipeline was successful
2023-07-30 01:35:57 -05:00
8170727c59 add stat effects, and rework attributes again 2023-07-30 01:27:44 -05:00
2bffefc0cb add skeleton of hero attributes 2023-07-30 00:48:16 -05:00
37436793ce rework Attribute to track its own bonuses 2023-07-30 00:04:07 -05:00
87 changed files with 54 additions and 3053 deletions

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@@ -2,79 +2,72 @@ workspace:
base: /studio
path: idle-survivors
variables:
- &base_image 'unityci/editor:2022.3.4f1-base-1'
- &win_mono_image 'unityci/editor:2022.3.4f1-windows-mono-1'
- all_env: &all_env
- BUILD_NAME=idle-survivors
- UNITY_VERSION=2022.3.4f1
- UNITY_DIR=/studio/idle-survivors
- build_env: &build_env
- VERSION_NUMBER_VAR=${CI_COMMIT_BRANCH}-${CI_PIPELINE_NUMBER}
- VERSION_BUILD_VAR=${CI_COMMIT_HASH}
- test_env: &test_env
- TESTING_TYPE=NUNIT
- secrets: &secrets_list
- unity_license
- before_script: &before_script
- chmod +x $UNITY_DIR/ci/before_script.sh
- $UNITY_DIR/ci/before_script.sh
- test_script: &test_script
- chmod +x $UNITY_DIR/ci/test.sh
- $UNITY_DIR/ci/test.sh
# We use a singleton "matrix" to set variables, because formal variables are a
# Woodpecker next feature.
matrix:
include:
- BUILD_NAME: idle-survivors
UNITY_ACTIVATION_FILE: ./unity3d.alf
IMAGE: unityci/editor
IMAGE_VERSION: 1
# The GitLab version pulls the Unity version from the project information,
# but I don't think Woodpecker will use that as a variable in image names.
# We set the version as a variable instead and check that it's right.
UNITY_VERSION: 2022.3.4f1
UNITY_DIR: /studio/idle-survivors
steps:
pipeline:
check-unity-version:
image: *base_image
image: ${IMAGE}:${UNITY_VERSION}-base-${IMAGE_VERSION}
commands:
- test "$UNITY_VERSION" = $(grep "m_EditorVersion:" "$UNITY_DIR/ProjectSettings/ProjectVersion.txt" | cut -d' ' -f2)
environment:
- <<: *all_env
- test "$UNITY_VERSION" = $(grep "m_EditorVersion:" "${UNITY_DIR}/ProjectSettings/ProjectVersion.txt" | cut -d' ' -f2)
setup-license:
image: *base_image
image: ${IMAGE}:${UNITY_VERSION}-base-${IMAGE_VERSION}
commands:
- <<: *before_script
environment:
- <<: *all_env
secrets:
- <<: *secrets_list
- chmod +x ${UNITY_DIR}/ci/before_script.sh
- ${UNITY_DIR}/ci/before_script.sh
secrets: [unity_license]
test-playmode:
image: *base_image
image: ${IMAGE}:${UNITY_VERSION}-base-${IMAGE_VERSION}
commands:
- <<: [*before_script, *test_script]
- ${UNITY_DIR}/ci/before_script.sh
- chmod +x ${UNITY_DIR}/ci/test.sh
- ${UNITY_DIR}/ci/test.sh
environment:
- <<: [*all_env, *build_env, *test_env]
- TEST_PLATFORM=playmode
secrets:
- <<: *secrets_list
- TESTING_TYPE=NUNIT
- VERSION_NUMBER_VAR=${CI_COMMIT_BRANCH}-${CI_BUILD_NUMBER}
- VERSION_BUILD_VAR=${CI_COMMIT_HASH}
secrets: [unity_license]
test-editmode:
image: *base_image
image: ${IMAGE}:${UNITY_VERSION}-base-${IMAGE_VERSION}
commands:
- <<: [*before_script, *test_script]
- ${UNITY_DIR}/ci/before_script.sh
- chmod +x ${UNITY_DIR}/ci/test.sh
- ${UNITY_DIR}/ci/test.sh
environment:
- <<: [*all_env, *build_env, *test_env]
- TEST_PLATFORM=editmode
secrets:
- <<: *secrets_list
- TESTING_TYPE=NUNIT
- VERSION_NUMBER_VAR=${CI_COMMIT_BRANCH}-${CI_BUILD_NUMBER}
- VERSION_BUILD_VAR=${CI_COMMIT_HASH}
secrets: [unity_license]
build-standalone-windows:
image: *win_mono_image
image: ${IMAGE}:${UNITY_VERSION}-windows-mono-${IMAGE_VERSION}
commands:
- <<: *before_script
- ${UNITY_DIR}/ci/before_script.sh
- chmod +x ./ci/build.sh
- ./ci/build.sh
environment:
- <<: [*all_env, *build_env]
- BUILD_TARGET=StandaloneWindows64
secrets:
- <<: *secrets_list
- VERSION_NUMBER_VAR=${CI_COMMIT_TAG}
- VERSION_BUILD_VAR=${CI_COMMIT_HASH}
secrets: [unity_license]
when:
event: tag
package:
image: *win_mono_image
image: ${IMAGE}:${UNITY_VERSION}-windows-mono-${IMAGE_VERSION}
commands:
- tar -C $UNITY_DIR/Builds -cvzf ${CI_COMMIT_TAG}.tar.gz .
environment:
- <<: *all_env
- tar -C ${UNITY_DIR}/Builds -cvzf ${CI_COMMIT_TAG}.tar.gz .
when:
event: tag
publish:
@@ -88,6 +81,3 @@ steps:
base_url: https://git.sunturtle.xyz
when:
event: tag
when:
event: [push, tag, deployment]

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public struct Attribute
public class Attribute : ScriptableObject
{
public long Base;
public Attribute(long stat) { Base = stat; }
public long Base { get; set; }
/// <summary>
/// Calculates the stat value with accumulated buff and debuff modifiers.

View File

@@ -6,16 +6,16 @@ public class EffectSO : ScriptableObject
/// <summary>
/// Additive change applied before multiplicative scaling.
/// </summary>
public long Base;
public long Base { get; private set; }
/// <summary>
/// Multiplicative scaling in units of hundredth of a percent.
/// E.g., 625 permyriad is 6.25%.
/// </summary>
public long Permyriad;
public long Permyriad { get; private set; }
/// <summary>
/// Additive change applied after multiplicative scaling.
/// </summary>
public long Flat;
public long Flat { get; private set; }
/// <summary>
/// Create a new attribute effect instance.

View File

@@ -1,181 +0,0 @@
using RuntimeSet;
using UnityEngine;
using UnityEngine.Assertions;
namespace DefaultNamespace
{
public class Enemy : MonoBehaviour
{
private enum BehaviorState
{
Create,
Spawning,
Chasing,
Attacking,
Feared,
Dead,
}
[SerializeField] private EnemyAttributesSO attributes;
[SerializeField] private EnemyRuntimeSetSO enemySet;
[SerializeField] private HeroUnitRuntimeSetSO heroSet;
[SerializeField] private GameObject target;
// TODO(zeph): Having behavior as a serialized member is convenient for
// experimentation early on so we can change it mid-play through the
// inspector, but later we'll more likely want it to be a property.
[SerializeField] private BehaviorState _behavior = BehaviorState.Spawning;
[SerializeField] private float _behaviorTime = 0;
[SerializeField] private float _fear = 0;
[SerializeField] private long _hp;
private void Update()
{
// When the current behavior indicates movement, we do it in Update
// to ensure it is smooth at all framerates.
if (_behavior != BehaviorState.Chasing && _behavior != BehaviorState.Feared)
{
// No movement.
return;
}
if (target == null)
{
// No target. Find a new one.
Retarget();
return;
}
// TODO(zeph): how do we actually,, get SPD attribute
var spd = SpaceSpeed(1000, Time.deltaTime);
var to = Vector3.MoveTowards(transform.position, target.transform.position, spd);
if (_behavior == BehaviorState.Feared)
{
// Move away rather than toward.
// TODO(zeph): this will limit speed moving away by distance
// to target if we're close
to = transform.position - 2 * (transform.position - to);
}
transform.position = to;
}
private void FixedUpdate()
{
// We do behavior changes in the fixed update so that enemy actions
// do not depend on the framerate. Since movement happens in
// Update, the overall effect as framerate varies is that enemies
// might change their behaviors at slightly different distances,
// but they'll always be in a given state for the same duration.
// TODO(zeph): we could probably do this with coroutines instead,
// also i still haven't read anything about the actual fsm system
_behaviorTime += Time.fixedDeltaTime;
float dd;
switch (_behavior)
{
case BehaviorState.Create:
// TODO(zeph): calculate starting hp from CON attribute
_hp = 1;
SetBehavior(BehaviorState.Spawning);
break;
case BehaviorState.Spawning:
// TODO(zeph): move spawn time to an asset
if (_behaviorTime >= 0.5)
{
Retarget();
SetBehavior(BehaviorState.Chasing);
}
break;
case BehaviorState.Chasing:
dd = SquareDistanceToTarget();
// TODO(zeph): RNG attribute
if (dd <= SpaceRange(20000))
{
SetBehavior(BehaviorState.Attacking);
}
break;
case BehaviorState.Attacking:
dd = SquareDistanceToTarget();
if (dd > SpaceRange(20000))
{
SetBehavior(BehaviorState.Chasing);
}
break;
case BehaviorState.Feared:
if (_behaviorTime > _fear)
{
SetBehavior(BehaviorState.Chasing);
}
break;
case BehaviorState.Dead:
// do nothing
break;
default:
// TODO(zeph): unreachable
break;
}
if (_behavior != BehaviorState.Dead && _hp == 0)
{
SetBehavior(BehaviorState.Dead);
// TODO(zeph): put a dead time constant somewhere
Destroy(gameObject, 10f);
}
}
private void OnEnable()
{
Assert.IsNotNull(enemySet);
enemySet.Add(this);
}
private void OnDisable()
{
enemySet.Remove(this);
}
private void Retarget()
{
if (heroSet.IsEmpty)
{
// No heroes to target.
// TODO(zeph): switch to a special behavior?
target = null;
return;
}
// TODO(zeph): target based on threat, once threat exists
var k = Random.Range(0, heroSet.Count);
target = heroSet[k].gameObject;
}
private void SetBehavior(BehaviorState behavior)
{
_behavior = behavior;
_behaviorTime = 0;
}
private float SquareDistanceToTarget()
{
return Vector3.Magnitude(transform.position - target.transform.position);
}
public void Fear(float dur)
{
// If the enemy is already feared for a longer duration, don't
// shorten it.
if (_behavior == BehaviorState.Feared && _fear - _behaviorTime >= dur)
{
return;
}
_fear = dur;
SetBehavior(BehaviorState.Feared);
}
private static float SpaceSpeed(long spd, float dt)
{
// For now, treat SPD as units of ten thousandths of a unit per second.
return (spd / 10000) * dt;
}
private static float SpaceRange(long rng)
{
// Treat RNG as units of ten thousandths of a sqrt-meter.
return rng / 10000;
}
}
}

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using UnityEngine;
[CreateAssetMenu(fileName = "EnemyAttributes", menuName = "Enemy Attributes")]
public class EnemyAttributesSO : ScriptableObject
{
[SerializeField] private Attribute STR;
[SerializeField] private Attribute CON;
[SerializeField] private Attribute SPD;
[SerializeField] private Attribute RNG;
[SerializeField] private Attribute MND;
public long XP { get; private set; }
public long Threat { get; private set; }
public static EnemyAttributesSO New()
{
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}
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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 UnityEngine;
[CreateAssetMenu(fileName = "HeroClass", menuName = "Hero Class")]
public class HeroClassSO : ScriptableObject
{
[SerializeField] private new string name;
[SerializeField] private string help;
}

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@@ -1,32 +0,0 @@
using System.Runtime.CompilerServices;
using RuntimeSet;
using UnityEngine;
using UnityEngine.Assertions;
[assembly: InternalsVisibleTo("TestsPlaymode")]
/// <summary>
/// Component that makes a duder a duder.
/// Manages class, skills, level, attrs, and AI.
/// </summary>
public class HeroUnit : MonoBehaviour
{
[SerializeField] private new string name;
[SerializeField] private HeroClassSO class_;
[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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{
"name": "IdleSurvivors",
"rootNamespace": "",
"references": [
"GUID:75469ad4d38634e559750d17036d5f7c"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
"name": "IdleSurvivors"
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fileFormatVersion: 2
guid: d0cf95adbbea4f6ea1e1d7c250abb38f
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@@ -1,41 +0,0 @@
using DefaultNamespace;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Input
{
public class PlayerCameraInputHandler : MonoBehaviour
{
[SerializeField] private PlayerCameraController cameraController;
[SerializeField] [Range(0, 100)] private float rotationSensitivity;
[SerializeField] [Range(0, 1)] private float zoomSensitivity;
private bool _allowRotation;
public void OnInputZoom(InputAction.CallbackContext context)
{
var input = context.ReadValue<float>();
var zoomAmount = input * zoomSensitivity * Time.deltaTime;
cameraController.Zoom(zoomAmount);
}
public void OnInputRotate(InputAction.CallbackContext context)
{
if (context.phase != InputActionPhase.Performed) return;
if (!_allowRotation) return;
var input = context.ReadValue<float>();
var rotationAmount = input * rotationSensitivity * Time.deltaTime;
cameraController.RotateAround(rotationAmount);
}
public void OnInputHoldToRotate(InputAction.CallbackContext context)
{
_allowRotation = context.phase switch
{
InputActionPhase.Performed => true,
_ => false
};
}
}
}

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@@ -1,3 +0,0 @@
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fileFormatVersion: 2
guid: eb1638a1c58a4878adf9166dddc40738
timeCreated: 1690927890

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@@ -1,18 +0,0 @@
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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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: a91533ae182d470c88ce779956713e02
timeCreated: 1690927896

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@@ -1,37 +0,0 @@
using System;
using UnityEngine;
using UnityEngine.Serialization;
namespace DefaultNamespace
{
public class PlayerCameraController : MonoBehaviour
{
[SerializeField] private Transform logicalCamera;
[SerializeField] private Transform physicalCamera;
[SerializeField] private Transform pivot;
[SerializeField] private Transform minZoomTarget;
[SerializeField] private Transform maxZoomTarget;
private float _zoomAmount;
/// <summary>
/// Rotates the logical camera around the pivot by angle degrees.
/// </summary>
/// <param name="angle">The amount to rotate, in degrees</param>
public void RotateAround(float angle)
{
logicalCamera.RotateAround(pivot.position, Vector3.up, angle);
}
/// <summary>
/// Lerps the physical camera between the min zoom target and the max zoom target by the current zoom + amount
/// </summary>
/// <param name="amount"></param>
public void Zoom(float amount)
{
_zoomAmount = Mathf.Clamp01(_zoomAmount + amount);
physicalCamera.localPosition = Vector3.Lerp(minZoomTarget.localPosition, maxZoomTarget.localPosition, _zoomAmount);
}
}
}

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@@ -1,3 +0,0 @@
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timeCreated: 1690765399

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fileFormatVersion: 2
guid: e9f6f30f3d8e4445a4a25d03245b2645
timeCreated: 1691632737

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@@ -1,10 +0,0 @@
using DefaultNamespace;
using UnityEngine;
namespace RuntimeSet
{
[CreateAssetMenu(fileName = "EnemyRuntimeSet",menuName = "Runtime Set/Enemy")]
public class EnemyRuntimeSetSO : RuntimeSetSO<Enemy>
{
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 5f1e329a7f6343f88553db21ffb55693
timeCreated: 1690858329

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@@ -1,9 +0,0 @@
using UnityEngine;
namespace RuntimeSet
{
[CreateAssetMenu(fileName = "EnemyRuntimeSet",menuName = "Runtime Set/Hero Unit")]
public class HeroUnitRuntimeSetSO : RuntimeSetSO<HeroUnit>
{
}
}

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fileFormatVersion: 2
guid: 0ec1a0df7a5949a2959596c722680f76
timeCreated: 1691632762

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@@ -1,43 +0,0 @@
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();
}
public T this[int index] { get { return items[index]; } }
}
}

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timeCreated: 1690921607

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@@ -1,9 +0,0 @@
namespace Wave
{
public enum SpawnDistribution
{
Uniform,
Random,
DiskRandom
}
}

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@@ -1,32 +0,0 @@
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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@@ -17,7 +17,8 @@ public class AttributeTest
[TestCase(1000000, 0, -20000, 0, ExpectedResult = 0)]
public long Value(long startStat, long baseBonus, long permyriadBonus, long flatBonus)
{
var attr = new Attribute(startStat);
var attr = ScriptableObject.CreateInstance<Attribute>();
attr.Base = startStat;
var effect = EffectSO.New(baseBonus, permyriadBonus, flatBonus);
return attr.Calc(effect);
}

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@@ -1,22 +0,0 @@
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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"name": "TestsPlaymode",
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"UnityEditor.TestRunner",
"IdleSurvivors"
],
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@@ -2,7 +2,6 @@
"dependencies": {
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"com.unity.feature.development": "1.0.1",
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"com.unity.textmeshpro": "3.0.6",
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"com.unity.ugui": "1.0.0",

View File

@@ -60,15 +60,6 @@
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.inputsystem": {
"version": "1.6.3",
"depth": 0,
"source": "registry",
"dependencies": {
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},
"url": "https://packages.unity.com"
},
"com.unity.performance.profile-analyzer": {
"version": "1.2.2",
"depth": 1,

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@@ -153,8 +153,7 @@ PlayerSettings:
resetResolutionOnWindowResize: 0
androidSupportedAspectRatio: 1
androidMaxAspectRatio: 2.1
applicationIdentifier:
Standalone: com.DefaultCompany.IdleSurvivors
applicationIdentifier: {}
buildNumber:
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@@ -745,7 +744,7 @@ PlayerSettings:
hmiLogStartupTiming: 0
hmiCpuConfiguration:
apiCompatibilityLevel: 6
activeInputHandler: 1
activeInputHandler: 0
windowsGamepadBackendHint: 0
cloudProjectId:
framebufferDepthMemorylessMode: 0

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